146,152 Commits over 4,413 Days - 1.38cph!
Try changing LZMA compression length calc again so its good on 64bit
add RRP billboard lighting to Particle AddSmooth, fix error in PixelLit 6-Point
Industrial Torch - Updated textures, rendered icon, updated icon renderer script in entity prefab
Fixed IconRender scene using the old UI input system module
merge from keyboard_layouts_fix
Fix bind_default stomping player rebinds when the default command was left unbound
Minor changes
Try to scale NPC eye pupils with head/model scale
* Seems to kinda work?
Inflator tool tweaks
* "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely)
* Added replacement material for the effect that supports transparency
* Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating
TTT: Use replicated convars instead of global nwvars (Community PR)
Add another text step in loading when connecting to servers
Mine changes with font code
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
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
merge from premium_rebrand
merge from premium_rebrand
Tweaks, deleted old premium modal
Updating burstcloth constraints for industrial torch
Deleted some old assets
Reserialized a bunch of menuui2 prefabs
Updated premium server browser tag
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