139,771 Commits over 4,352 Days - 1.34cph!

10 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
10 Days Ago
Budget the main thread part of navmesh building
10 Days Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
10 Days Ago
naming conventions, small tweaks
10 Days Ago
manifest, bounds fixes, guide fixes
10 Days Ago
apartment wood stove
10 Days Ago
Loadouts tab baseline
10 Days Ago
updated item definition on bunny suit
11 Days Ago
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11 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
11 Days Ago
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11 Days Ago
exported latest salvaged axe v model anims
11 Days Ago
Fixes
11 Days Ago
Updated BunnySuit
11 Days Ago
Updating krieg backpack skinning and burst cloth
11 Days Ago
Remove _CommandID shader property to not ever confuse any shader compilers
11 Days Ago
Fix incorrect cleanup on load fail
11 Days Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
11 Days Ago
Camping Cooker update
11 Days Ago
fix animator after merge conflicts, fixed wheel rotation and mount positioning
11 Days Ago
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
11 Days Ago
Bunny Suit item update
11 Days Ago
Bunny Suit setup
11 Days Ago
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11 Days Ago
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
11 Days Ago
Started cleanup
11 Days Ago
fix server build
11 Days Ago
Fix tilesLoaded never being incremented, causing loading to fail
11 Days Ago
Fix crash
11 Days Ago
Updating krieg skeleton asset
11 Days Ago
Fixed modular car fuel tank not connectable to anything
11 Days Ago
Add missing lod2 to emission toggle
11 Days Ago
Render single-draw commands through Graphics.RenderMeshIndirect()
11 Days Ago
Remove the placeholder "cancel" menu option.
11 Days Ago
Updating krieg hazmat burst cloth and skinning
11 Days Ago
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
11 Days Ago
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
11 Days Ago
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11 Days Ago
Enabled LZ4 high compression
11 Days Ago
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
11 Days Ago
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11 Days Ago
Exposed rebar texture
11 Days Ago
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
11 Days Ago
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
11 Days Ago
Fixed ocean topology in launch site, potentially other monuments
11 Days Ago
Check Unity object lifetime before calling onVisibilityChanged callback
11 Days Ago
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
11 Days Ago
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
11 Days Ago
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
11 Days Ago
merge from the deployguide box fix branch