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3,194 Commits over 944 Days - 0.14cph!
Fix compile errors in non editor builds
Added animation and skeleton preview mesh bindings (only useful for editor debugging)
Getting things ready to implement managed animations and physics assets
Add a keybind for voice chat instead of always being on
Change static mesh LOD distances
Basic Source MDL importer
Cache controllables player name on death so it's still valid after death
Rotate hl1 pickups so playtesters don't complain about the burgers being upside down
Temporarly disable impact effects and decals on skeletal meshes until decals can be attached and we choose effects based on surface type
Fixed skewed bullet decals when hit at an angle (not sure if this was intentional but it looked wrong)
Disabled lighting on spark effects
Added attenuation settings to audio assets, default falloff distance to 1000.
Add Skeletal mesh material slots
Fix vertex weight normalize, Always add dummy root node into skeleton for cases when there's more than one bone with no parent.
Add assimp property store bindings. Changed default max weights to 8 for higher quality skinning.
Mesh util func to normalize vertex weights. Force assimp to limit max bone influences to 4.
Skinning mesh using bone weights
Fixed bone hierarchy transforms
Fix skeleton hierarchy. Add Transform.Inverse
Transform skeletal mesh vertices by the mesh node world transform
Import bone hierarchy
Move bones from Meshes to SkeletalModel
Building skeletal mesh from imported assimp data
Bindings for constructing Skeletal Mesh
Don't inherit USkeletalMesh, linker errors.
Started skeletal model importer
Use scene node dict to find anim node's node
Fix QuatKey size mismatch. Fix crash when setting assimp node parent.
Don't duplicate managed assimp nodes
Assimp animation bindings
Fix mesh collision in steam build
Added assimp node transform bindings
Do the same for mesh material name
Model importer attempts to find a material if it doesn't exist, first using modelname.mat then creating a default material using modelname.png if that also doesn't exist.
Always use model library for static mesh entities
Fix mesh loading using base lod mesh data for all lod levels
Make mesh vertex buffers always use full precision UVs. Add C++ vbsp code back incase we need to debug it again.
Decrease smoke particle lifetimes so it doesn't spam the scene so much. Don't spawn with crossbow.
LOD support for assimp importer
Assigning mesh materials using assimp material names
Fix assimp binding namespaces