branchgarrysmod.main/network_testcancel
5 Commits over 31 Days - 0.01cph!
Remove test_effect and env_physwire
* Useless entities that do nothing
Remove trigger_cdaudio and target_cdaudio entities
Remove env_particlefire (does nothing)
Fix viewmodel bob spazzing out at high curtimes
undef svc_Menu
Fixed CurTime being clamped to float serverside
Fixed networking of ammo types for weapons
Bump steam.inf
Remove lua_matproxy_nobindmat
Matproxies no longer push thousands of material objects to Lua
Removed dummy user messages for removed haptics stuff
Change ScreenFade network to just use floats
Get rid of CHudMenu & its usermsg
Remove dummy vote HUD user messages
Remove Lua hacks that depend on up to date clients
Changes around sv_visiblemaxplayers
* It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?)
* Add convar limits to sv_visiblemaxplayers (-1 to 128)
* Removed unused globals set by `loading.lua`
* Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway)
* Updated the aforementioned console print from server to include more data
* Updated the color of the aforementioned console print (SVC_Print) to be unique
Nuking SVC_Menu
Improve networking precision of world clicker
* This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
CurTIme to double
List of changed symbols: (float=>double)
* CBaseServer::GetTime, GetTickInterval, m_flTickInterval
* IServer::GetTime, GetTickInterval
* CClientState::GetTime, m_tickRemainder
* C_BasePlayer:GetTimeBase
* CPrediction::RunSimulation
* CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase
* CGlobalVarsBase::curtime, interval_per_tick
More CurTime double stuff
* C_BaseEntity::BaseInterpolatePart1
* C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities)
* C_BasePlayer::GetFinalPredictedTime
* CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle
Remove clientside override of type()