Fixed MD5Mesh importing, and model rendering.
Mesh skinning support.
Shell of the animation system.
Hooked up reflection to animation classes for typing information.
Animation component now exposes ability to find nodes by type.
Animation - Added a basic blend node.
Basic blend tree construction from JSON component scripts.
Factored out model importing into it's own class before working on bone palettes properly.
Using bone palettes to break up models with more than 24 bones.
Fixed skinning and indexed mesh rendering.
Added animation key compression schemes. Defaults to R16S16T16 for now, but will be configurable when I factor out the importer.
Moved decompression into it's own method (tried to make it async...but ordering of chunk callbacks is important currently, so no right this moment).
Additive blending support exposed.
Small hack to prevent rendering before updates. Proper fix is on the cards soon.
Fixed attachment ready issue.
Scene system:
- Initial light + light manager components, and hooks in ScnMaterial.
- Began removing the CsResourceRef<> stuff bit by bit in a few places. Will continue to do this incrementally.
Bare basic lighting support.
Fixed to lighting stuff, and added assertions to material setParameter to catch badness.
- Moved the spatial tree stuff into it's own component type, and have the light + renderable derive from it.
- Lighting visitor implemented, basic implementation (it won't cache, and it won't even lerp) in and working, but it of course will need some improvement later on.
- OBJ loader generates normals and tangents.
- Added static mesh shader permutation.
Added base dist folder to engine for reference, and so we can keep all core shaders under source control.
Hierarchical entity transforms.
Fixed warnings