6db4d75a37
Properly create and apply color based model materials
20cf0f7292
Really bad awful model texturing
5aafab148b
Better logging and handling of failed model file loading
30db43eac8
Make MeshSurfaceData more generic
2db83a827e
Add fullbright ambient light level
b5d3a3c275
Add initial basic .BIN model support
b12070f982
Add ReadVec2 utility function
742324765f
Remove old unused function
35a3158ea6
Move Godot utility conversion to TMV namespace
9a1cd9b755
Create structs for HotRegions and MultiBrush
e7bf306211
Fixed everything being broken and ImHex memory leak
736ced24e4
Remove old unused code
93488ffc65
Add proper overbrightened 32bit2x lightmap rendering
a8b9ce8a54
Fix incorrect lightmap colors
6f62d2ca00
Load textures from root thief resource CRF
9db1bc6681
Handle Thief 2 inst config file
e773635677
Mission selector allows better browsing of campaigns
21b018298c
Use family palettes for PCX textures
c14f74b108
Add PCX image loading
d1d6b310ab
Move material creation back to Mission
59edc0744c
Add texture manager/loader
51136b9526
Remove old code/comments
2ec121e056
Create one mesh per texture used
24ac6395d5
Moved Mission to TMV namespace
1508ed111d
Load TGA textures
1b661cbc7f
Meshes no longer cast shadows
9ef3a17e97
Mission node is no longer an EditorTool
ad359ba656
Remove unnecessary WorldEnvironment node
ae243fcd58
Fix lightmap colour blending
b2fc789734
Render textures and lightmaps together
74f4d0e7c6
Calculate texture UVs and move lightmap UVs to UV2
da3f9b9203
Load and apply textures
79f7ebd7eb
Re-add occlusion culling
770f4e22d5
Split meshes into a surface for each poly
50c4d06f19
Use a constant inverse scale when converting to godot vec3
d7b8ee35f4
Render all lightmap layers
3307cdc8a9
Apply full ambient lighting
185af065bc
Add simple UI for selecting/building/clearing mission
2105ea7b24
Little bit of cleanup
0ce662733b
Make occlusion culling more precise
6dc6297b7b
Add occlusion culling
76b95bcf67
Use indices for meshes