branchgarrysmod.main/maincancel

1,145 Commits over 1,369 Days - 0.03cph!

Today
Fix crash with lua_dumptimers_cl when timer names are very long
Today
Remove con_logfile from code * Fixes complaints about it missing when running certain commands Cache sound durations to avoid file parsing every time Apply some more Windows manifest changes from TF2 SDK * Use modern common controls stylings * Mark as DPI aware to avoid our window getting scaled More 64bit fixes Prevent give concommand creating certain entities More 64bit compile warning fixes
Today
Fixed Linux compile error in dedicated.so
Today
Added Player.GetFlashlightColor Added new Hammer inputs from TF2 * SetModel, SetCycle, SetPlaybackRate Add missing LuaJIT2.1 files Probably fix Linux build errors
Yesterday
Make GHA use correct script for 64bit luajit
Yesterday
Fix steamworks.GetDownloadedItems returning nothing sometimes * When subbed item count == downloaded item count Copy over LuaJit from x86-64, publish launcher EXEs Resolve some pointer truncation issues for 64 bit builds Minor merges from x86-64 Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime Fixed a number of 64bit compile warnings More 64bit compile warning fixes More compile warning fixes & TF2 SDK merges More 64bit merges & fixes
3 Days Ago
Rework missing Steamworks API checks * Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob" Fix 64bit high curtime HUD animations Turn some stuff to doubles in relation to networking * Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused) Add VPROF to CLuaGamemode::CallReturns Pull some minor changes for datacache from CS:GO * CDataCacheSection::EndFrameLocking mutex NPCs ignore spectating players 64bit client and server build fully, launch, and run (using x86-64's LuaJIT) * CEF and LuaJIT remain 64bit CEF Various changes from TF2 SDK * Adds CFuncNavCost::InputToggle Hammer input * Various fixes Minor changes from x86-64 beta Restore hud_draw_fixed_reticle as alt texture for default crosshair
5 Days Ago
Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes)
6 Days Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
6 Days Ago
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Added "Downloaded" category to Addons menu * This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC * It also (unfortunately) appears to contain downloads for other Steam users on the same PC * You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
7 Days Ago
Update description of net_maxfragments Reduce MAX_FRAGMENTS back to 7
7 Days Ago
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7 Days Ago
Update Steamworks API to version 1.64 rollback subchannel count, improve net channel self checks * Undo P2P changes
7 Days Ago
some 64bit CEF stuff Remove 64bit srcds launcher from builds Temporarily roll back FRAGMENT_BITS * Testing for the P2P issue
7 Days Ago
Try forcing max reliable payload size for P2P addresses
7 Days Ago
Get rid of the song and dance of default.exe from X360 days More merges from x86-64 beta Reduce alloc size in CGameClient::WriteGameSounds Try sending small P2P packets using reliable P2P protocol (instead of unreliable) * It seems to have improved the join stuck issue in limited tested
8 Days Ago
Try to fix Linux ProjGen error
8 Days Ago
Fixed a bug in VPC to do with game conditionals * It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different engine.dll and dedicated.dll builds for 64bit + minor changes * Fixed srcds_win64.exe trying to load 32 bit DLLs * Some minor changes from x86-64 for consistency and cleanliness Build server.dll 64bit
9 Days Ago
Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
9 Days Ago
Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance.
10 Days Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Try disabling GETBUOYANCY on Linux clients * The goddamn DLL I was given is not up to date and doesn't have any custom changes, and TF2 no longer has 32bit Linux builds Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering.
13 Days Ago
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
14 Days Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
14 Days Ago
Disable USE_POLYSOUP for UTIL_RescalePhysCollide
14 Days Ago
Remove unused steam client libraries on Linux * game\bin\libtier0_s.so and game\bin\libvstdlib_s.so specifically. They are not used since we use SteamCMD's automatic download of steamclient.so now Delete linux_server_cycle.sh * Unused file? Remove height2normal.exe & height2ssbumb.exe * Idk if they are useful for anyone. If need be, we can set them up to be compiled by the build system, since they aren't right now.
15 Days Ago
Fixed a crash with ragdolls when spawning in teleport triggers
15 Days Ago
Fixed regression with PhysicsCollide hooks double support internal variable entity funcs Nullout solid_t on creation
16 Days Ago
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
16 Days Ago
CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick More CurTime double stuff * C_BaseEntity::BaseInterpolatePart1 * C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities) * C_BasePlayer::GetFinalPredictedTime * CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle Remove clientside override of type() Fixed networking of ammo types for weapons Bump steam.inf Remove lua_matproxy_nobindmat Matproxies no longer push thousands of material objects to Lua Removed dummy user messages for removed haptics stuff Change ScreenFade network to just use floats Get rid of CHudMenu & its usermsg Remove dummy vote HUD user messages Remove Lua hacks that depend on up to date clients Changes around sv_visiblemaxplayers * It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?) * Add convar limits to sv_visiblemaxplayers (-1 to 128) * Removed unused globals set by `loading.lua` * Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway) * Updated the aforementioned console print from server to include more data * Updated the color of the aforementioned console print (SVC_Print) to be unique Nuking SVC_Menu Improve networking precision of world clicker * This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair. undef svc_Menu Fixed CurTime being clamped to float serverside Fix viewmodel bob spazzing out at high curtimes Remove test_effect and env_physwire * Useless entities that do nothing Remove trigger_cdaudio and target_cdaudio entities Remove env_particlefire (does nothing) Increase FOV networking bits from 8 to 16 Since they are floats, they need a bit extra to maintain precision Network CallOnClient and HUDWeaponPickedUp using EHANDLE * It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks. Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit) Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game. Try to fix MacOS build error Apply some changes to increase network transfer speeds * In my limited tests, file transfers can reach 600KB/s now @ default settings, which is must higher than the 20-40? kb before @ default settings Microoptimization to SVC_CreateStringTable bandwidth usage BaseCombatWeapon netowkring changes * Send local player exclusive data to spectators as well, such as clip1 and clip2 * Reduce network bit count for m_iState * Remove CHudTexture methods from server builds Nextbot networking changes * Network m_lifeState (Entity:Alive), same as NPCs * Fixed health/maxhealth not networking in singleplayer Remove some unused networked fields from vehicles m_nScannerDisabledWeapons and m_nScannerDisabledVehicle Also fix singleplayer networking of health for NPCs Player text chat cleanups * Removes unused usermessage SayText2 Get rid of unused VoiceSubtitle usermessage Unregister unused usermessages & their handlers * HintText, KeyHintText, AmmoDenied * Deletes CHudHistoryResource Remove the unused, never working Hint system Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage Bump network version Network punch angle at full precision * Since its networked only to the local player (and spectators?), it should be fine to full blast it Switch more interpolation code to doubles Fixes jittery viewpunch at high uptime C_BaseEntity::Interp_Interpolate, m_lastInterpolationTime IInterpolatedVar::Interpolate Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime Switch entity thinking to doubles * CBaseEntity.ThinkSet, SetNextThink, GetNextThink, GetLastThink, SetLastThink Switch HUD animations to double curtime Switch suit chargers to doubles Switch ENT:ExpressionFinished to use doubles for timing Fixed NPC turning overshooting CAI_Component.GetLastThink float to double New FIELD_ types & networking for doubles Use new field/networking types for doubles where needed * All the fields that were switched from float to double now use correct FIELD_ and networking types Switch map IO and forced ladder movement to doubles * EventQueuePrioritizedEvent_t.m_flFireTime, LadderMove_t.m_flStartTime & m_flArrivalTime, CBeam.m_flFireTime More doubleage, for matproxies and some other pieces * IVEngineClient013:GetLastTimeStamp, CClientState.m_flLastServerTickTime, GetAnimationStartTime, some client interpolation stuff s_flLastTimeStamp, m_flOldLastTimeStamp, g_flLastPacketTimestamp * C_BaseEntity.m_flSpawnTime, m_flLastMessageTime, SpawnTime(), GetTextureAnimationStartTime() * Applies a modulo hack to LinearRamp matproxy, it doesn't seem to want to work properly with just doubles Remove C_BaseEntity.GetCreateTime (unused) * GetCreateTime, m_flCreateTime, SetCreateTime, GetCreationTick, m_nCreationTick Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles Bump steam.inf Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please Remove surface.GetScissorRect hack in ModelPanel Minor cleanups Switch BroadcastLua stuff to a net message * Currently limited to 6K characters Remove more unused stuff C_HL2PlayerLocalData.m_hAutoAimTarget, m_vecAutoAimPoint, m_bStickyAutoAim, m_bAutoAimTarget Fix prediction errors being "stronger" at high curtimes * Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be. Remove CThinkSyncTester from client builds (unused) Bump Steam.inf Removing unused TempEnt networking * Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel Removed some unused globals * To do with goldSrc legacy effect systems * Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely) Remove unused fields from env_explosion * env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it. Remove some useless sprite precaches clientside * Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions Fix m_flNextSoundTime FIELD_ type Fix prediction errors with finger poser & duplicator Fix more prediction errors * Bugbait right click Include missing SLAM sounds as fallbacks Fixed light origin on base view models * Fixes the view models going just black when crouching or hugging a wall Apply ragdoll light origin change to player death ragdolls Fixed studiomdl crashes with .smd files accessing OOB bones * Apparently SMG1 view model sources are corrupted and crash studioMDL * This happens when .smd file tries to apply animation to a bone that is out of bounds Minor studiomdl cleanups
17 Days Ago
Remove duplicate m_flTimeWeaponIdle in prediction table Remove obsolete strings from garrysmod_english.txt Minor cleanup Limit render.ModelMaterialOverride to non depth passes * render.ModelMaterialOverride will no longer override current override type Fixed prop spawn effect in depth pass with parented props * bonemerged weapons on NPCs was breaking depth pass Fix DrawModel call arguments in base game Lua code * Nextbots, SNPCs, TTT SENTs, some other bits
19 Days Ago
Minor cleanups Make spawnmenu APC indistructible * Adds new ability for vehicles in spawnmenu to set health. Make APC gibs actually despawn like intended Add fixed APC gibs models * Fixed light origin and hitboxes for the fire effect Move prop_vehicle_apc string to .properties
20 Days Ago
Update localization files once more
20 Days Ago
Fix a typo in base.fgd ambient_generic APC/Jeep updates underwater state for the driver Update "Failed to allocate optimal read buffer" warning Add Combine APC to spawnmenu * Using a custom vehicle script derived from jalopy Disable poseparam interpolation for vehicles in singleplayer * This makes wheels not lag behind the physics objects, and paradoxically looks more consistent with multiplayer APC can no longer just drive underwater Update Combien APC model with more suspension travel Fix warnings about "two path IDs" during loading saves More minor cleanups
20 Days Ago
Remove r_lod from dxsupport.cfg * Also added descriptions to relevant convars * Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16 Fix skipped shadow updates breaking further flashlights Fix Lamp becoming missing texture for split second after dupe Fixed alphatested brushes not rendering in SSAO pass Add r_DrawModelLightOrigin to console quick actions Fix light origin on weapons for local player in 3rd person Lets try undoing changes to CFuncMoveLinear Remove headtrack_reset_home_pos from newbindings.txt Fix Gravity Gun crashing clientside More minor fixes
21 Days Ago
Bump exe/dll versions and make it easier to do so Fixed gravity gun acting up again Update localization files
22 Days Ago
Make ragdolls respect setlightingorigin input again Double bone cache limit
22 Days Ago
Added some self checks in launcher DLLs * Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch? * Bumped PATH buffer in the launcher DLLs Many minor cleanups More cleanups Added some bounds checks to networking code
23 Days Ago
Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
23 Days Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Merge recent BoneCache changes from x86-64
26 Days Ago
Include notification font reduction * Somehow it was never included in the previous HUD related commit
26 Days Ago
Restrict control characters from concommand names as well * Surely no language uses those, I think Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning
27 Days Ago
Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Fix inverted condition on some Lua funcs, oopsie Apply numerous safeguards in game code * Prevent effect entity leaks with CPhysicsCannister for example Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside
28 Days Ago
Minor changes & cleanups Apply a mitigation for compression bomb in networking * Thanks to the people who reported the details of the exploit Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid
29 Days Ago
Merge shaderlib fix from x86-64 * We will need this change here eventually anyway Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container
30 Days Ago
Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
30 Days Ago
Fix drive system not working fully in TTT