144,278 Commits over 4,413 Days - 1.36cph!

1 Hour Ago
Added nameFormatted to chat.add2 which is used by the chat UI when set instead - this addresses heavily formatted player names getting cached on the client if they aren't initially in the network group, which get displayed incorrectly in various UI panels Console gen
2 Hours Ago
merge from main
5 Hours Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
5 Hours Ago
merge from computer_io_no_passthrough
5 Hours Ago
merge from throwable_aim_stuck_fix
5 Hours Ago
merge from heldentity_anim_fix
Today
update from player_rig_update
Today
Use target normal when placing mortars, it now displays the correct terrain/angle error toast
Today
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)
Today
fix power draw for twitch rivals computer desk
Today
update from main
Today
clean up thrown darts after a timer
Today
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.
Today
Delete old VPC after generating VPC project on Linux
Today
Copy compiled VPC over the one used to generate VPC project
Today
merge from store_may_fixes
Today
merge from electricfurnace_gibs_fix
Today
merge from spectate_map_fix
Today
merge from doorcontroller_wiring_fix
Today
merge from deepsea_vendingmachine_leakfix
Yesterday
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
Yesterday
Assigned Mat to fbx
Yesterday
▇ ▊▆▆▇▊ ▆▇▅▌ ▉▉▍▋▌█▆▉▌▉▋█▇▍▌▋▋▍▋▌▄▄▇▆▌▉▌▅▌▅█▍▅▍
Yesterday
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
Yesterday
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
Yesterday
merge in
Yesterday
▆▍▄▍▊▇ ▉▇▇▊▅▌▌▊
Yesterday
Fix gmod_launcher using wrong path for version.h
Yesterday
Update colliders on industrial garage door to exactly match those on original door
Yesterday
exported edited 3p holdtype jog/run animations from jerrycan to mp5
Yesterday
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
Yesterday
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
Yesterday
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
Yesterday
fix 3rd person dart throw
Yesterday
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)
Yesterday
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
Yesterday
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
Yesterday
Remaining cookies
Yesterday
cleanup, compiler fix
Yesterday
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
Yesterday
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
Yesterday
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
Yesterday
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
Yesterday
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
Yesterday
Buildfix: missing files from previous submit
Yesterday
Scene backup
Yesterday
Neon prefabs to default layer for ref probe purposes.
Yesterday
Clean: minor reaorganization + comments Tests: unit tests
Yesterday
Thicker door frame for entrance
Yesterday
gantry clean textures