144,571 Commits over 4,413 Days - 1.37cph!

5 Days Ago
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
5 Days Ago
Fix some more prediction errors * HL1 357 & crossbow zoom * HL2 crossbow zoom Fixed prediction errors with SLAM * Also fixed it not using world clicker aim angles * Fixed it trying to play non existent TripmineGrenade.StopSound * Disable unused "attach satchel" code (different from attach tripwire) * Disallow switching to tripwires or back while throwing/attaching slams Fixed prediction errors with HL1 satchel Predict hornet gun ammo regen Groundworkd for HLS RPG prediction error fixes (req networking changes)
5 Days Ago
fix power draw for twitch rivals computer desk
5 Days Ago
update from main
5 Days Ago
clean up thrown darts after a timer
5 Days Ago
Prefabbed up Kiosk B structure + decals as were still only models, plus prefab setup. LOD3s for Kiosk A, B, C (batched together). Removed obsolete kiosk C blockout.
5 Days Ago
Delete old VPC after generating VPC project on Linux
5 Days Ago
Copy compiled VPC over the one used to generate VPC project
5 Days Ago
merge from store_may_fixes
5 Days Ago
merge from electricfurnace_gibs_fix
5 Days Ago
merge from spectate_map_fix
5 Days Ago
merge from doorcontroller_wiring_fix
5 Days Ago
merge from deepsea_vendingmachine_leakfix
5 Days Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Try disabling GETBUOYANCY on Linux clients * The goddamn DLL I was given is not up to date and doesn't have any custom changes, and TF2 no longer has 32bit Linux builds Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table. Remove 64bit srcds launcher from builds Hacks for P2P
5 Days Ago
Assigned Mat to fbx
5 Days Ago
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5 Days Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
5 Days Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
5 Days Ago
merge in
5 Days Ago
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5 Days Ago
Fix gmod_launcher using wrong path for version.h
5 Days Ago
Update colliders on industrial garage door to exactly match those on original door
5 Days Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
5 Days Ago
Remove duplicate cdll_int.h in engine.vpc Merge some missing changes from main Reduce alloc size in CGameClient::WriteGameSounds Hacks for P2P * I HATE this Update Steamworks API to version 1.64 Added "Downloaded" category to Addons menu * This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC * It also (unfortunately) appears to contain downloads for other Steam users on the same PC * You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
5 Days Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
5 Days Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
5 Days Ago
fix 3rd person dart throw
5 Days Ago
Bugfix: avoid out of bounds read when growing array due to tick capacity exhaustion Tests: ran unit tests - no more failures (but there's an extra known bug)
5 Days Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
5 Days Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
5 Days Ago
Remaining cookies
5 Days Ago
cleanup, compiler fix
5 Days Ago
Update(tests): Adding TestTickGrowth - accumulates ticks past capacity This one catches out of bounds read during growth (but not the one expected) Tests: ran unit test
5 Days Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
5 Days Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
5 Days Ago
Update(tests): add TickInterpolatorCache stress unit test Slams 10k operations on it(add/remove player, move player, reset) - doesn't catch issues Tests: ran new test
5 Days Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
5 Days Ago
Buildfix: missing files from previous submit
5 Days Ago
Scene backup
5 Days Ago
Neon prefabs to default layer for ref probe purposes.
5 Days Ago
Clean: minor reaorganization + comments Tests: unit tests
5 Days Ago
Thicker door frame for entrance
5 Days Ago
gantry clean textures
5 Days Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
5 Days Ago
fix guard checks for when no player is mounted
5 Days Ago
Entrance a / removed overlapping geo
5 Days Ago
merge from main
5 Days Ago
Disable navmesh agent until it's used, this prevents unity complaining they are not on navmesh on spawn (which can happen with ai.move)
5 Days Ago
- Temp fix the electric furnace skin rendering in twitch drops - Get the workshop render to spill the beans when something doesn't work
5 Days Ago
cleanup rocket splash scenario prefab properly