75c7c09903* replace model loaders by assimp library (40+ formats) * auto split big model meshes to <= maxSurfaceVerts chunks (avoids excess meta process for vertexlit ones)
Garux
2021-05-07 14:47:39 +0300
89110afef6fix default model box
Garux
2021-04-14 16:44:01 +0300
05f4c6639badd -DNDEBUG for assimp
Garux
2021-04-14 16:22:27 +0300
8d19be1c0e* fgd: support studio("display/model/path") and flags(Angles)
Garux
2021-04-07 03:06:38 +0300
ceb6ee6051parse extra comment and url in fgd
Garux
2021-04-07 03:04:01 +0300
281096da58fix crash on EntityClassFGD:: re realise()
Garux
2021-04-07 03:00:10 +0300
c6c978a38f* load all found *.fgd, not just halflife.fgd
Garux
2021-04-07 02:31:28 +0300
ebd90382a4* improve performance of deselecting big selections
Garux
2021-03-20 02:29:48 +0300
812679236d* improve performance of big maps loading, undo/redo dramatically determinant factor is amount of nodes in one container
Garux
2021-03-20 02:29:11 +0300
c0c9f49433* common shaders deduction: fallback to .game "common_shaders_dir" param (default = "common/"), so they may be configured all at once #64
Garux
2021-03-13 16:57:31 +0300
a5fb9388c2fix double free on PICO model parsing error
Garux
2021-03-13 14:54:59 +0300
4f5f5649dcconsider ability of _pico_parse() to return empty string (on trailing space w/o linefeed in this case)
Garux
2021-03-13 11:32:45 +0300
c7fedadcd1use std::vector for flagging in SmoothNormals() functions run about 10% faster due to cheaper access to a flag
Garux
2021-03-13 11:16:07 +0300
ca34e8f38fenum class EFloodEntities
Garux
2021-02-07 07:34:57 +0300
a17bf05f5cmore information in "StrList overflow" error
Garux
2021-02-07 07:23:46 +0300
54f7daa887more PathExtensionless use
Garux
2021-02-07 07:18:10 +0300
5fd7b340df* discard excess portals in the void (great optimization for maps with void areas in between of playable areas and non rectangular maps) (excess portals there are effect of _blocksize) * optimize FloodPortals() (also fix stack depth crash in debug mode due to recursive calls) * fix xml_Select() of leaked entity (was selecting last map entity always) * xml_Select() leaked entity exactly in the beginning of leak line
Garux
2021-02-06 22:14:27 +0300
3ff224cbdffix texture projection decompilation in C this check was equal to abs((int)dist) >= distanceEpsilon comparing float dist to distanceEpsilon is not sufficient, as points are not precise enough, plus they are snapped
Garux
2021-01-25 08:36:16 +0300
f3c26c791fuse safe strings more
Garux
2021-01-21 16:08:53 +0300
8b204ac054add and use class PathExtensionless
Garux
2021-01-21 15:15:07 +0300
7fc079c658merge duplicated path_ functions handle backslashes, which is out of convention, but safer, as practically paths may contain them in many spots
Garux
2021-01-21 08:53:34 +0300
15e4b8e850manage model shaders remapping
Garux
2021-01-21 07:19:15 +0300
fe5c0879b4remove -tmpin & -tmpout switches, as at best they were prepending tmp/ to absolute path
Garux
2021-01-20 12:48:10 +0300