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Nico de Poel c12ff0c503 Organize alias model textures into skins and animation frames 5 years ago
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Entity.cs Organize alias model textures into skins and animation frames 5 years ago
Entity.cs.meta 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
GameAssets.cs Reworked entity renderer assignment: both MeshRenderer and SkinnedMeshRenderer are created at the same time on init, and are enabled/disabled on demand. 5 years ago
GameAssets.cs.meta 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
GameState.cs Apply full bright textures to brush models. This is really starting to look a lot like Quake now! 5 years ago
GameState.cs.meta 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