139,208 Commits over 4,352 Days - 1.33cph!

6 Minutes Ago
Saloon kick updates - Updated player animator with correct anims - Added anim events
7 Minutes Ago
Top bleed fix.
8 Minutes Ago
Scene backup. Light prefab optimizations and tweaks.
11 Minutes Ago
added offsets to the refresh salvaged axe mesh in entity and world model prefabs to match the original
32 Minutes Ago
Bunny Suit Texture delete
33 Minutes Ago
Bunny Suit Material and Texture Fixes
55 Minutes Ago
Lighting stuff.
1 Hour Ago
Added a button to toggle open/closed the command list
1 Hour Ago
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1 Hour Ago
Fix command.GetOverride() NRE when populating the command list
1 Hour Ago
Light scene & related files.
1 Hour Ago
Fix creative.freebuild (setting grades) breaking with the boat building plan
3 Hours Ago
Fix 64bit builds of HLMV
3 Hours Ago
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
3 Hours Ago
Fix ents.Iterator getting NULLs again Limit Colour tool inputs to valid range
4 Hours Ago
thicker/detailed window frames to match apartments around
5 Hours Ago
removed introduced allocations
Today
moved frameNo+serverTs to NetWrite (main thread set)
Today
merge from main
Today
pushing scene before merge
Today
updated steam id on crypt building skin
Today
merge from main
Today
merge from main
Rin
Today
merge from static_bbs_magnet_fix
Rin
Today
merge from bbq_fix_lod_emission
Rin
Today
merge from vendingmachine_deploy_fix
Rin
Today
merge from fueltank_fix
Rin
Today
merge from shipping_containers_optimizations
Add highlighted search through the convars (just like settings search)
Today
work around RT size mismatch in BiRP water wrapper
Yesterday
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Yesterday
- Fix console not pushing logs after inputting - FIx autocomplete command list flex snapping at random intervals - Expose current override value rather than default value
Rin
Yesterday
merge from io_exploit_fix
Yesterday
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Yesterday
Fixed vending machine deploy regression
2 Days Ago
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
2 Days Ago
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
3 Days Ago
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
3 Days Ago
Budget the main thread part of navmesh building
3 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
3 Days Ago
naming conventions, small tweaks
3 Days Ago
manifest, bounds fixes, guide fixes
3 Days Ago
apartment wood stove
3 Days Ago
Loadouts tab baseline
3 Days Ago
updated item definition on bunny suit
3 Days Ago
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3 Days Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
3 Days Ago
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3 Days Ago
exported latest salvaged axe v model anims
3 Days Ago
Fixes