8 Commits (83a8e132088c18ad034745bfd6b9cbf660252b96)

Author SHA1 Message Date
Nico de Poel fab7f6503f Allow entity skin number to be passed and apply the corresponding textures to the entity material 5 years ago
Nico de Poel 5390483b0b Upload non-world brush models and allow them to be assigned to entities. It's not terribly pretty but it (mostly) works. There still seems to be an issue with texture assignment on subsequent map loads. 5 years ago
Nico de Poel c14faf2666 Dynamically create either MeshRenderer/MeshFilter or SkinnedMeshRenderer based on whether the model being assigned is animated or not. Gets rid of warnings on un-animated SkinnedMeshRenderers, and removes unnecessary components on brush model entities. 5 years ago
Nico de Poel 9345b0d15c Allow GameModule to directly access entities. Removes some pointless indirection and boilerplate code in GameState. 5 years ago
Nico de Poel 66c62001d0 Squashed a bunch of bugs in the alias model animation system and integrated transform/animation updates into the alias model lerping system. Entities are now correctly animated, yay! 5 years ago
Nico de Poel 1a1c219bf6 Removed frame number stuff from SetEntityModel since it's not producing the correct values. Correctly detect non-world brush models and sprites, although they're not implemented yet. 5 years ago
Nico de Poel e6fd7b83ae First bits of entity logic: assign alias models, update transform and animation, remove entity. Still lots of problems to solve, but it's starting to do something. 5 years ago
Nico de Poel a886f3d993 First steps in reorganizing the project, so that assets and game state are managed separately from the interop modules. This will allow for a clearer picture of where gameplay-related interactions should take place, and how entities and such should be linked to their associated assets. 5 years ago