255,540 Commits over 3,990 Days - 2.67cph!
GameTrace resolves batched colliders
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Managed.Addon and Managed.Common
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Updated framework to coreclr-win-x86.1.0.0-beta8-15618
Hopefully fixes those two Savas crates that don't seem to respawn.
Water: white/black movement lines fix attempt
DM decisions optimized (but not tested yet).
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Owl directional flying anims
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Addon functionality start
Set up server users and added admin commands.
Engine initialization, logging
VS projects
First pass blood impact FX assets
Added deploy volume that uses the entity bounds for its placement check
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Created a FixedArray class that handles all this fixed array stuff, letting us work safely with the arrays using IEnumerable (foreach, etc).
Surrounding Units and Surrounding SmartObjects are now moved to the new fixed array approach.
FOR FUCK SAKE factory asset/wip prefab room
* Removed RawConsoleCommand
* Added buildcubemaps, voice_ and some snd_ commands to blocked cvar list
* Removed the 8192 .lua file limit for singleplayer. ( The limit still exists for multiplayer )
* Updated net_graph to latest version
* Updated sv_log(sdir) to the latest version ( Thanks Ley )
* file.Remove no longer can delete any file on your PC in menu state ( Thanks Ley )
* Fixed physenv.AddSurfaceData only working once per map
* Added ENT:FireAnimationEvent( origin, angles, int event, string options ) for "anim" type entities - return true to prevent the event from being handled by engine
* Added ENT:HandleAnimEvent( event, eventtime, cycle, type, options ) for "anim" type entities