Weapon work.... eughhh
Since I have to redo the weapon code for The Wastes for the Nuclide rebase,
I've had to tackle the Akimbos again. The core logic is all done however
we still only treat one viewmodel... also we've run out of bits for the g_items
field.
I should probably give every slot its own bitfield.
That way we can have 32 weapons per slot.
Nuclide TODO (haven't touched this since Saturday):
+ surface inspector needs a way to adjust lightmap scale on a per-surface level
(we can control that of a whole brush by turning them into a func_group and
adding a _lightmapscale key containing a normalized value, but that's not
the same. we're working towards a _better_ UX and Source did it right the
first time)
+ revisit prop_static support, try to move that into the compiler again because
that'll get us a small performance improvement by not handling them in CSQC
for that we have to implement some rendermode options into vmap
+ look into .ktx cubemap generation, that is currently bugged
+ look at .ktx2 implementation Spike has been hacking on
+ go over The Wastes' weapons, they'll be able to get tackled now that we have
weights in
+ VGUI needs a scenegraph still, get the editor running in 1.3 again
* = done; + = to be done; - means postponed