146,134 Commits over 4,413 Days - 1.38cph!
Update fps_max_menu and nofocus logic a bit (and block them from Lua)
Many minor merges from TF2 SDK
* Fixed minor compile warnings, removed unused variables, etc.
More minor changes
Remove usages of FIELD_CLASSPTR
64bit saverestore fixes
Windows SRCDS console changes
* Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe
Initialize GCudata::unused2 with 0
Added new optional argument to steamworks.GetList - search string
* Also makes "userID" argument optional. (Can give it nil)
Fixed LZMA decompression size calc on 64bit
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RRP BillboardLight logic consistency fix with BRP
Swapped premium logo in main menu footer
Added UIBorder and UIRoundedCorners
Rebuilt the premium modal
SRCDS: Do not call SetWindowPos if within console app, apply SWP_NOMOVE
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Full remake of the network analyser UI.
Supports:
- looking at a delta (last x seconds)
- Pin/Compare snapshots side by side
- Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
50cal_animation_improvements -> main
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merge from main -> optimize_train_track_meshes
Remove another call to AllocConsole()
update apartment_complex_monument/prototype
merge from main -> apartment_complex_monument
Optim: Replace Physics.OverlapBox with Physics.CheckBox in BaseVehicle.VehicleFixedUpdate
Saves allocating the results array, and should be cheaper as well
Tests: none, trivial change
Allow toggling more than one gameobject based on ammo > 1
merge from fix_additional_projects_slnx -> main
Optim: get rid of string alloc in BaseCombatEntity.Hurt
1alloc/32b
Tests: none, trivial change
Add horse triggers at front door of apartment to prevent people smuggling horses into their hotel rooms
female/light skin brightness balance pass
Better fix, make setting ammo_true false params its own option on the component
Optim: SpawnGroup - SpawnInstances not returns a List instead of IEnumerable
Allows to save on iterator allocation, 40b
Tests: none, trivial change
Fixed crosshair popups regression from my recent generic popup changes
Optim: cache UpdateNetworkGroup invoke
Saves 1 alloc/128b
Tests: none, trivial change
Optim: cache PlayRadioChatter invoke
Saves 1 alloc/128b
Tests: none, trivial change
merge from spraycan_reskin_refactor
Quick fix for ammo_true and false params not being set on viewmodel component
Minor cleanup
Move CanBuild check further down
Fix spray fail response logging to console of the whole net group
Remove rundant codelock parent field
Disallow reskinning turrets if not authed
Disallow reskinning Busy doors
Prevent potential error when reskinning io with mismatched slot counts
male/light skin brightness balance pass
Optim: cache 2 invokes in Buoyancy.CheckSleepState
Saves 2 allocs/256b
Tests: none, trivial change
Intial setup for reload variants, shells visible in mag dependant on state (wip)
Glass AR - model and texture update, added extra materials for testing
Optim: cache RemoveCorpse invoke
Saves 3 allocs, 384b total
Tests: none, trivial change
exported updated vm m16a2 anims
Fix compile errors (explicit namespace) after fixing additional projects
Undo of previous change - since entities can only be demolished once, the change was useless (and wasted memory)
update apartment_complex_monument/prototype
Optim: cache StopBeingDemolishable invoke
1 alloc/128b
Tests: none, trivial change
Move work on apartment network groups
Fix "Generate Additional Projects" not working due to Unity 6 using .slnx
Eyes have independent brightness in skin sets
Fixed not being able to pick up full shelves when placed on top of half shelves.
Made all the pickup volumes for each of the shelves exactly the same.
Optim: use static action in ServerBuildingManager.Split
Should save another 2 allocs/160b per building block
Tests: none, trivial change
Clean: tabs -> spaces, get rid of explicit generic args
Tests: none, trivial change