139,216 Commits over 4,352 Days - 1.33cph!
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Fix 64bit HLMV
Fix a crash with improper usage of prop_ragdoll
Fix physgun glow rendering in buildcubemaps
* Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible
Fix potential crashing issues with GetModelMeshes
Reset firing delay on weapon holster while in reload animation
* So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload
Fix animation canceling with the RPG reload
* You can no longer holster and redeploy to bypass the reload animation after firing
Minor cleanups
Remove duplicate voice_scale from the blocked list
Apply some clientleafsystem index checks from TF2 SDK
Remove explosion sound from Emitter's underwater explosion
Minor changes to util.SpriteTrail
* No entity leakage on Lua error
sunken /combat knife updates (now we have orientation model changes from main)
- updated 3p combat anims with new prop orientation
- removed entity offsets
- set to follow r_prop instead of r_hand
- updated holster positions
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Various light fixture stuff.
Saloon kick updates
- Updated player animator with correct anims
- Added anim events
Scene backup.
Light prefab optimizations and tweaks.
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
Bunny Suit Texture delete
Bunny Suit Material and Texture Fixes
Added a button to toggle open/closed the command list
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Fix command.GetOverride() NRE when populating the command list
Light scene & related files.
Fix creative.freebuild (setting grades) breaking with the boat building plan
Apply name restrictions to concommand.Add
* It's the same name restrictions as CreateConVar, so probably fine?
Let's try removing Language system from dedicated servers
Minor cleanup
Do not check toolmode_allow convars for Utilities menu
Clarify what "Max Ragdolls" server setting is
Stop soundpatches on entity removal
And also prevent soundpatches from playing with invalid entities.
Spawnmenu calls CanTool clientside to mark server-disabled tools
* This is an experiment which may end up error prone, but let's try it. The intent is to show in the spawnmenu UI when a server (or an addon) has disabled a particular tool.
Implement drag'n'drop for HLMV
* You can now just drag a .mdl onto the app to open it
Minor cleanups
Update AppID for CS:GO to use the new one
Fix normals on balloon_classic LODs and camera.mdl LOD 3
Ship a fixed tri1x1.mdl
* Fixed normals, fixed extra weird mesh
Fixed some spawn crashes with some entities
gmad.exe no longer overwrites existing files
More model data validations
Fix CreateLinkController leaking entities if misused
Implement Combine APC aiming for players
* I had this code laying around unfinished, and now its finished.
* Also respect EnableGun for players only
Lets try undoing changes to UTIL_PrecacheOther
* I wonder if this causes ents.Iterator nulls
Block mat_texture_list_txlod_sync just in case
Fix "invalid format PHY" for old model formats
Fix ents.Iterator getting NULLs again
Limit Colour tool inputs to valid range
Fix ents.Iterator getting NULLs again
Limit Colour tool inputs to valid range
thicker/detailed window frames to match apartments around
removed introduced allocations
moved frameNo+serverTs to NetWrite (main thread set)
pushing scene before merge
updated steam id on crypt building skin
merge from static_bbs_magnet_fix
merge from bbq_fix_lod_emission
merge from vendingmachine_deploy_fix
merge from shipping_containers_optimizations
Add highlighted search through the convars (just like settings search)
work around RT size mismatch in BiRP water wrapper
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- Fix console not pushing logs after inputting
- FIx autocomplete command list flex snapping at random intervals
- Expose current override value rather than default value
merge from io_exploit_fix
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Fixed vending machine deploy regression
Update(tests): add 8 players perf test to UpdateSubscriptions
- add some TimeWarnings to parallel UpdateSubscriptions
- got rid of caching all Visible sets, just reuse 1 per task from pool
Tests: ran tests
Update(tests): Pump up those rookie network streaming range numbers in unit tests (1,2 -> 4,8) to match real servers
- rewrote spawning logic in UpdateSubscriptions unit tests to ensure we spawn within main layer
128 player perf test is now showing much better results: Serial - 10.3ms, Parallel - 1.7ms
Tests: ran unit tests
Fix "invalid format PHY" for old model formats
Add non-halting error when tables have wrong data type
* This relates to C functions that expect table inputs. Instead of failing silently, we let the developer know they are doing something wrong
Delete particle_test* convars/concommands
* Seem useless?
Delete simple_bot (simple_bot_add concmd)
* Nextbot test entity or something?
Delete hunter_shoot_flechette concmd
Delete fadein and fadeout console commands
* I think that this is never used?
Fixed a number of concommands crashing when using on srcds
* For example `prop_physics_create`
Give weapon_cubemap a unique bucket position
* So it doesn't conflict with other built-in weapons. really should update the weapon selector so this isn't even necessary
Disable most impulse commands
* This includes 76, 81, 82, 83, 102, 106, 107, 108, 195-197, 202 and 203
* All of these are either useless or do nothing, or are replaced by Sandbox. (jeep spawning)
Remove some CAI_BaseNPC debug stuff
Removes CAI_BaseNPC::m_pDebugNPC, SetDebugNPC, IsDebugNPC which are never used
Remove CBasePlayer::m_rgItems (unused)
Enable default weapon selector to render weapon slots 7-10
* They will not appear by default (as empty boxes), but if you have a weapon in slot above 6, you can now actually see it
Move where model scale limits are enforced
* Also delete duplicate m_flModelScale definition in the data table
Rework weapon selector weapon positioning
* It kinda took too long, but it is no longer possible for weapons to be invisible within the first 10 slots. Everything else should be the same
* Removes a few SlotPos related hacks
* Fixed slot 10 (bound to 0 by default) having wrong number in the selector, and not being selectable via the bind
Budget the main thread part of navmesh building
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
naming conventions, small tweaks
manifest, bounds fixes, guide fixes