1,947 Commits over 1,369 Days - 0.06cph!
Make GHA use correct script for 64bit luajit
Fix steamworks.GetDownloadedItems returning nothing sometimes
* When subbed item count == downloaded item count
Copy over LuaJit from x86-64, publish launcher EXEs
Resolve some pointer truncation issues for 64 bit builds
Minor merges from x86-64
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Fixed a number of 64bit compile warnings
More 64bit compile warning fixes
More compile warning fixes & TF2 SDK merges
More 64bit merges & fixes
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Some model related merges from TF2 SDK/main
Throw on some debug output
Re-hide the recently unhidden "Failed to load" messages on Windows
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
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)
Rework missing Steamworks API checks
* Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob"
Fix 64bit high curtime HUD animations
Turn some stuff to doubles in relation to networking
* Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused)
Add VPROF to CLuaGamemode::CallReturns
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
NPCs ignore spectating players
Various changes from TF2 SDK
* Adds CFuncNavCost::InputToggle Hammer input
* Various fixes
Restore hud_draw_fixed_reticle as alt texture for default crosshair
Add Projects only build script for windows
Rework missing Steamworks API checks
* Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob"
Fix 64bit high curtime HUD animations
Turn some stuff to doubles in relation to networking
* Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused)
Add VPROF to CLuaGamemode::CallReturns
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
NPCs ignore spectating players
64bit client and server build fully, launch, and run (using x86-64's LuaJIT)
* CEF and LuaJIT remain
64bit CEF
Various changes from TF2 SDK
* Adds CFuncNavCost::InputToggle Hammer input
* Various fixes
Minor changes from x86-64 beta
Restore hud_draw_fixed_reticle as alt texture for default crosshair
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)
Delete old VPC after generating VPC project on Linux
Copy compiled VPC over the one used to generate VPC project
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
Fix gmod_launcher using wrong path for version.h
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
Minor cleanup
Restore network compatiblity with main
Hacks for P2P
* I HATE this
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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
Update description of net_maxfragments
Reduce MAX_FRAGMENTS back to 7
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Update Steamworks API to version 1.64
rollback subchannel count, improve net channel self checks
* Undo P2P changes
some 64bit CEF stuff
Remove 64bit srcds launcher from builds
Temporarily roll back FRAGMENT_BITS
* Testing for the P2P issue
Try forcing max reliable payload size for P2P addresses
Get rid of the song and dance of default.exe from X360 days
More merges from x86-64 beta
Reduce alloc size in CGameClient::WriteGameSounds
Try sending small P2P packets using reliable P2P protocol (instead of unreliable)
* It seems to have improved the join stuck issue in limited tested
Try to fix Linux ProjGen error
Fixed a bug in VPC to do with game conditionals
* It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different
engine.dll and dedicated.dll builds for 64bit + minor changes
* Fixed srcds_win64.exe trying to load 32 bit DLLs
* Some minor changes from x86-64 for consistency and cleanliness
Build server.dll 64bit
Add debug output to VPC warning
Fix MacOS not rebuilding VPC
Merge some changes from main
* VPC change, minor VPC script changes
* Fixed tier1, tier0 exclude VPCs causing warnings during project gen
Enable STUDIO_DRAW_NO_SHADOWS for particle models
"Render models" particle renderer sets up model lighting
* Copied what "render_blobs" does from Portal 2.
Nullout some render structs on creation
Add NULL check to CBaseEntity::GetLuaEntity()
Added Insurgency (Standalone) to mountable games list
Some base_npcs.lua placeholders
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
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
Combine mines ignore dead players
* Also changed where "ignore players" setting is checked for hopefully more performance.
Minor changes
* Make "Growing CNetChan Buffer" a DevMsg, not DevWarning
* Fix "Corrupted fragment start marker!" detection
Fix Faceposer creating one extra convar
* Its 0-95 for 96 total, not 0-96 for 97 total.
Added physenv.Set/GetTimeScale() - shared
* `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale`
Improvements for CustomAmmoDisplay support
* Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Minor changes
* Make "Growing CNetChan Buffer" a DevMsg, not DevWarning
* Fix "Corrupted fragment start marker!" detection
Fix Faceposer creating one extra convar
* Its 0-95 for 96 total, not 0-96 for 97 total.
Added physenv.Set/GetTimeScale() - shared
* `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale`
Improvements for CustomAmmoDisplay support
* Adds support for "SecondaryClip" in CustomAmmoDisplay table.
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
Combine mines ignore dead players
* Also changed where "ignore players" setting is checked for hopefully more performance.
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.
Turn host_state.interval_per_tick into double
* Fixes 64bit builds specifically truncating curtime to floats
Disable USE_POLYSOUP for UTIL_RescalePhysCollide
Remove "invalid sequence ack nr" check
* Gives false positives
Use center of physObj AABB for ragdoll light origin
Prevent Entity:Spawn() on already spawned vehicles
* This fixes a graceful exit which fixed a memory leak
Fix APC gun effects not working for driver in multiplayer
* Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view
Disable static prop physics scaling
Crashes on dz_sirocco without USE_POLYSOUP
Enable STUDIO_DRAW_NO_SHADOWS for particle models
"Render models" particle renderer sets up model lighting
* Copied what "render_blobs" does from Portal 2.
Nullout some render structs on creation
Add NULL check to CBaseEntity::GetLuaEntity()
Added Insurgency (Standalone) to mountable games list
Some base_npcs.lua placeholders
Remove "invalid sequence ack nr" check
* Gives false positives
Use center of physObj AABB for ragdoll light origin
Prevent Entity:Spawn() on already spawned vehicles
* This fixes a graceful exit which fixed a memory leak
Fix APC gun effects not working for driver in multiplayer
* Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view
Disable static prop physics scaling
Crashes on dz_sirocco without USE_POLYSOUP
Remove "invalid sequence ack nr" check
* Gives false positives
Use center of physObj AABB for ragdoll light origin
Prevent Entity:Spawn() on already spawned vehicles
* This fixes a graceful exit which fixed a memory leak
Fix APC gun effects not working for driver in multiplayer
* Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view
Disable static prop physics scaling
Crashes on dz_sirocco without USE_POLYSOUP
Disable USE_POLYSOUP for UTIL_RescalePhysCollide
Remove unused steam client libraries on Linux
* game\bin\libtier0_s.so and game\bin\libvstdlib_s.so specifically. They are not used since we use SteamCMD's automatic download of steamclient.so now
Delete linux_server_cycle.sh
* Unused file?
Remove height2normal.exe & height2ssbumb.exe
* Idk if they are useful for anyone. If need be, we can set them up to be compiled by the build system, since they aren't right now.
Fixed regression with PhysicsCollide hooks
double support internal variable entity funcs
Nullout solid_t on creation
Fixed a crash with ragdolls when spawning in teleport triggers
Disable clientside "invalid sequence ack nr" check for now
Fixed regression with PhysicsCollide hooks
double support internal variable entity funcs
Nullout solid_t on creation
Fixed a crash with ragdolls when spawning in teleport triggers
Fixed a crash with ragdolls when spawning in teleport triggers
Fixed regression with PhysicsCollide hooks
double support internal variable entity funcs
Nullout solid_t on creation
Fix airboat camera always forcing view forwards
Try to improve APC sounds
* Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing
Fixed some oopsies with recent changes that break ents.Iterator
Fix airboat camera always forcing view forwards
Try to improve APC sounds
* Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing
Fixed some oopsies with recent changes that break ents.Iterator
Fix airboat camera always forcing view forwards
Try to improve APC sounds
* Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing
Fixed some oopsies with recent changes that break ents.Iterator
Fix prediction errors with finger poser & duplicator
Fix more prediction errors
* Bugbait right click
Include missing SLAM sounds as fallbacks
Fixed light origin on base view models
* Fixes the view models going just black when crouching or hugging a wall
Apply ragdoll light origin change to player death ragdolls
Fixed studiomdl crashes with .smd files accessing OOB bones
* Apparently SMG1 view model sources are corrupted and crash studioMDL
* This happens when .smd file tries to apply animation to a bone that is out of bounds
Minor studiomdl cleanups