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3,194 Commits over 944 Days - 0.14cph!
Update bindinggen, local (bounding box) post process settings
Fix static mesh mdl lods with incorrect materials
Fix skeletal mdl lods with incorrect materials
Bind more post processing properties so deathmatch looks the same as before
Bind some of PostProcessingVolume, turn motion blur off in map builder gamemode
Add basic UI that shows who's talking
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Update bindinggen, make ViewInfo a struct
Add better native dll filtering
Add Image.Rotate (Only works for uncompressed image data) Add Image.Uncompress (Only works for DXT compressed images) Renable skybox loading but textures must be all uniform and of the same size.
Fix sound generator stopping when attenuated to 0
Hacky task cancellation to fix hard crash in sound generator
Make sound generator crash less (but it still crashes)
Don't ignore early calls to AdjustAttenuation on sound generator
Progress on switching to UE4's voice capture and compression
Bring back references folder, add script to generate it
Addons compile again, including Span
Voice kind of working now
Voice plays back correctly now
Merge pull request #112 from Facepunch/ue4-voice
Use UE4 for voice capture and encoding (Opus)
Attempt compressed image rotation. Disable source skybox loading until all textures work.
Add source skybox cubemap importer, import (ft, bk, rt, lf, up, dn) textures to make a single texture cube
Add sound generator functions to get the number of played samples and size of sample queue, fix latency on music box
Override IGamemode.LoadMap for MusicBox so it doesn't load a map
Ported jamesk's music box
Remove timer for logic_timer and use async loop func instead
Add logic_timer. Add ambient_generic. Add support for duplicate entity keys in key values. Add FindTargetEntities. Mount hl2_sound_misc.
Change lod distance factor to a reasonable value so lods are actually in use
Add source path to models so the source file can be traced back
Forgot to add overlay to mesh batch, disable shadow casting on overlays.
Add env_soundscape
Batch map overlays with worldspawn model. Batch displacements.
Combine meshes to save draw calls (bsp texturedata can result in the same material sometimes)
Convert BGR888 to BGRA8888
Fix 16x16 textures being fucked. Fix MakeErrorTexture (2x2 checker)
Add editor only source paths to imported textures so they can be traced back to the source file
Fix map overlay texcoords
Basic map overlay support (map decals)
Don't log an error when settings file doesn't exist
Update bindinggen, more voice binding stuff
Ambient lighting hdr lumps always seem to be fucked so don't bother using them
Ghetto smd parser to test animations. Changed skeletal model to handle setting of materials so users only have to set the material on the mesh.
Add animation importer looped configuration
Fix audio crash. Fix viewmodels incorrect rotation.
Fix entity interpolation snapping on first spawn when using pivot
Fix entity replication and interpolation
Change HiddenSections to array, can't replicate sets
Add ShowMeshSection to MeshEntity
Model importers can now set material section names so section index can be found by name
Use mdl mesh name for imported mesh name (body or model name doesn't make sense to use here)
Update bindinggen, bind voice encode/decode
Fix some exceptions from voice
Save and load settings from a file
Fixed incorrect Entity.Position when physics is enabled
Disable Tick for some entities that don't need it
Basic prop_door_rotating support
Fix bsp ambient lighting loading when using leaf version 1 but there's no leaf ambient indices