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Nico de Poel c9271a7772 Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch. 5 years ago
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Entity.cs Properly destroy brush model child game objects when clearing an entity's model. Fixes explosive barrels not disappearing when blown up. 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 Cache brush surface texture numbers instead of re-marshaling them on each access. Fixes textures getting mixed up on brush model entities after map switch. 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