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