142,834 Commits over 4,383 Days - 1.36cph!

22 Minutes Ago
Fixing compile errors - FontAssetGenerator - RustText/RustTextEditor - FlexGraphicTransform - FlexTextEditor
31 Minutes Ago
Re-applied our Rust specifics UGUI and TMP modifications on top of UGUI 2.0
34 Minutes Ago
Started updating TMP: - Deleted our custom GUI and TMP packages - Embedded com.unity.ugui 2.0 (contains up to date GUI and TMP)
48 Minutes Ago
- Fix metabolism values on other players not being recorded in demos - Add RpcTarget.FromFlags to easier construct who we want to send an RPC to - Fix full server snapshots not being sent if running client+server
1 Hour Ago
Fix penthouse apartment hull being hidden when not rented
1 Hour Ago
Update manifest
1 Hour Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
1 Hour Ago
merge mortar_prototype to main
1 Hour Ago
Add recoil anim to mortars, re-order one shots to layer them on top of handles.
1 Hour Ago
merge from main -> apartment_complex_monument
1 Hour Ago
fixed offset issues with salvaged cleaver following model refresh merge
1 Hour Ago
Added state sync to ak world rig reload anim
1 Hour Ago
Plushie mesh fixes and emmisive
1 Hour Ago
Fix server compile error from fix_dynamic_occlusion_pausing
1 Hour Ago
merge from new_inputsystem
2 Hours Ago
merge rust_relay_server -> main
2 Hours Ago
Optim: Apply IsValidToRun for value-type ObjectWorkQueues - overrode BoatAIWorkQueue, UpdateSurroundingsQueue, UpdateMissionValidStateWorkQueue Tests: none, checked IL
2 Hours Ago
removed dud code, build fix
2 Hours Ago
Make all furniture inside apartments immortal and remove all the groundwatch so it can't break due to "ground missing"
2 Hours Ago
Optim: use virtual IsValidToRun to avoid boxing allocs in ObjectWorkQueue.RunQueue Sad-noises-about-C#-generics, couldn't figure how to automate it Tests: none, inspected IL, no box instructions generated
2 Hours Ago
updated wood stove prefab and mesh
2 Hours Ago
merge rust_relay_server -> main
2 Hours Ago
Ensure relay startup values are cached, even if disabled
Yesterday
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
3 Hours Ago
Add timeline playback, fix base layer not showing all clips.
3 Hours Ago
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3 Hours Ago
Swap sweep animations to the non-temp versions
3 Hours Ago
merge from fix_dynamic_occlusion_pausing -> main
3 Hours Ago
Updates bdu textures
3 Hours Ago
Evict players once they have rent due for >24hrs - once you catch up on rent the timer resets
3 Hours Ago
Removed temp debug log
3 Hours Ago
Merge from main
3 Hours Ago
Further fine tuning on the time acceleration curve, even out dusk vs dawn, while keeping night 10 minutes IRL long.
3 Hours Ago
isFKey goes from F1 to F24
3 Hours Ago
Parachute fbx and skinning update
3 Hours Ago
matched space lr, pipe shotty, rocket launcher, pump shotty, sar, sks, spas, salvaged sword and thompson holster positions to match main
3 Hours Ago
merge back load animation blending
3 Hours Ago
industrial large furnace - updated LODs, baked LOD3, added collider
3 Hours Ago
Darts viewmodel block out animation files
4 Hours Ago
Updating horse mask burst cloth settings
4 Hours Ago
Apply numerous safeguards in game code * Prevent effect entity leaks with CPhysicsCannister for example Lets try undoing changes to CFuncMoveLinear
4 Hours Ago
wood stove fbx update and rug lods added
4 Hours Ago
Updating horse mask burst cloth
4 Hours Ago
matched the spears, g launcher, mgl .m249, m39, m4 shotgun, mace, mil flamethrower, mp5 and paintballgun holster positions to match main
5 Hours Ago
Updating heavy plate skinning
5 Hours Ago
updated apartment wood stove with lods
5 Hours Ago
server_browser_update_2 -> main (MERGING EARLY TO GET SOME EARLY FEEDBACK) (NO SORTING SUPPORT YET)
5 Hours Ago
matched the hunting bow, crossbow, db shotgun, flame thrower, hmlmg, l96, legacy bow, lr300, smg, long sword and krieg shotgun holster positions to match main
5 Hours Ago
Updating shorts skinning
5 Hours Ago
Fix an nre with country phrases Fix conenct modal nt showing ping