143,144 Commits over 4,383 Days - 1.36cph!

10 Minutes Ago
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32 Minutes Ago
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3 Hours Ago
Added another female/light player seed
3 Hours Ago
Attempt at fixing protobuf length generations on mac by using integer math instead (ato avoid platform floating point)
4 Hours Ago
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4 Hours Ago
project_generation_proto_files -> main
4 Hours Ago
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4 Hours Ago
merge from mainmenu_bits
4 Hours Ago
image changes
4 Hours Ago
Store cart blur
4 Hours Ago
include proto files in project generation extensions so you can search for proto files in rider
4 Hours Ago
Fixed steam DLC page using the wrong media for backgrounds
4 Hours Ago
Tweaked friend list background blur
4 Hours Ago
Restored DLC store tiles description texts
5 Hours Ago
Fixed steam inventory tab scrollbar
5 Hours Ago
Item type on steam inventory button now using the same font/styling as item type on store tiles
5 Hours Ago
Removed the shitty blur from the store pages, use the new spread version Consistency pass over all store page backgrounds, fixed some bad ones
5 Hours Ago
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Fixed some spraycan regressions when reskinning redirect items
5 Hours Ago
Removed LOD components from skull trophies text
5 Hours Ago
Jackhammer skinviewer tweaks Removed batch component from skinviewer sleeping bag
5 Hours Ago
Cleaned up quit modal Updated generic popup blur to use the new one
5 Hours Ago
Add fragmentation ammo type, add new mortar UI, fix ammo UI not getting stuck on disconnect, fix mortar NRE on demo load, re-add ammo selection to mortars, setup magazine ammotypes on mortar.
5 Hours Ago
Merge from main (solved StorageAdaptorAllowCollisionGroup conflict)
5 Hours Ago
Added all of the barrel skins to StorageAdaptorAllowCollisionGroup
Today
merge from storepage_crypt
Today
Crypt store page media
Today
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
Today
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
Add tick marks across binoculars
Today
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Today
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() 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. undef svc_Menu Fixed CurTime being clamped to float serverside Fix viewmodel bob spazzing out at high curtimes Remove test_effect and env_physwire * Useless entities that do nothing Remove trigger_cdaudio and target_cdaudio entities Remove env_particlefire (does nothing) Increase FOV networking bits from 8 to 16 Since they are floats, they need a bit extra to maintain precision Network CallOnClient and HUDWeaponPickedUp using EHANDLE * It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks. Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit) Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game. Try to fix MacOS build error Apply some changes to increase network transfer speeds * In my limited tests, file transfers can reach 600KB/s now @ default settings, which is must higher than the 20-40? kb before @ default settings Microoptimization to SVC_CreateStringTable bandwidth usage BaseCombatWeapon netowkring changes * Send local player exclusive data to spectators as well, such as clip1 and clip2 * Reduce network bit count for m_iState * Remove CHudTexture methods from server builds Nextbot networking changes * Network m_lifeState (Entity:Alive), same as NPCs * Fixed health/maxhealth not networking in singleplayer Remove some unused networked fields from vehicles m_nScannerDisabledWeapons and m_nScannerDisabledVehicle Also fix singleplayer networking of health for NPCs Player text chat cleanups * Removes unused usermessage SayText2 Get rid of unused VoiceSubtitle usermessage Unregister unused usermessages & their handlers * HintText, KeyHintText, AmmoDenied * Deletes CHudHistoryResource Remove the unused, never working Hint system Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage Bump network version Network punch angle at full precision * Since its networked only to the local player (and spectators?), it should be fine to full blast it Switch more interpolation code to doubles Fixes jittery viewpunch at high uptime C_BaseEntity::Interp_Interpolate, m_lastInterpolationTime IInterpolatedVar::Interpolate Some improvements to high curtime weapon firing * float=>double for C_BaseAnimating::GetAnimTimeInterval C_BaseCombatCharacter ::GetNextAttack, SetNextAttack, m_flNextAttack CBaseEntity::GetAnimTime, SetAnimTime, m_flAnimTime, m_flOldAnimTime, m_flPrevAnimTime CBaseCombatWeapon::GetWeaponIdleTime, SetWeaponIdleTime Switch entity thinking to doubles * CBaseEntity.ThinkSet, SetNextThink, GetNextThink, GetLastThink, SetLastThink Switch HUD animations to double curtime Switch suit chargers to doubles Switch ENT:ExpressionFinished to use doubles for timing Fixed NPC turning overshooting CAI_Component.GetLastThink float to double New FIELD_ types & networking for doubles Use new field/networking types for doubles where needed * All the fields that were switched from float to double now use correct FIELD_ and networking types Switch map IO and forced ladder movement to doubles * EventQueuePrioritizedEvent_t.m_flFireTime, LadderMove_t.m_flStartTime & m_flArrivalTime, CBeam.m_flFireTime More doubleage, for matproxies and some other pieces * IVEngineClient013:GetLastTimeStamp, CClientState.m_flLastServerTickTime, GetAnimationStartTime, some client interpolation stuff s_flLastTimeStamp, m_flOldLastTimeStamp, g_flLastPacketTimestamp * C_BaseEntity.m_flSpawnTime, m_flLastMessageTime, SpawnTime(), GetTextureAnimationStartTime() * Applies a modulo hack to LinearRamp matproxy, it doesn't seem to want to work properly with just doubles Remove C_BaseEntity.GetCreateTime (unused) * GetCreateTime, m_flCreateTime, SetCreateTime, GetCreationTick, m_nCreationTick Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles Switch Snark/Tripmine/Satchel to HL1MP base for prediction Jiggle bones, NPC blinking and IK to use doubles HL:S weapon high curtime fixes More double curtime work CBaseEntity GroundChangeTime stuff, AddStepDiscontinuity, grenade timers, CAnimationLayer::m_flLastAccess, C_AnimationLayer, PhysGetSyncCreateTime. CSequenceTransitioner::UpdateCurrent, animevent_t::eventtime Some NPC improvements at high curtime * Scanners, Task/Schedule system, gargantua, hunter, gravity gun Change beam related variables to doubles Player anim state doubles More bone setup conversion to doubles * C_BaseAnimating::AccumulateLayers, StandardBlendingRules, C_BaseAnimatingOverlay::CheckForLayerChanges Particle system doubles Apply fmod for CurrentTime matproxy * Since materials deal with floats, we gotta do hacky stuff to keep it working smoothly Double curtime for closecaptions Switch EmitSound delays to doubles Bump steam.inf Minor cleanups * Send/RecvPropInt => Sent/RecvPropBool where appropriate for players Reduce network bits of various net props * These have unnecessarily large (32bit) networked properties, so we reduce them to only as large as needed * CBaseCombatCharacter, CColorCorrectionVolume, CEnvProjectedTexture, CEnvScreenEffect, CFish, CTEBaseBeam, CTEExplosion, CTEMuzzleFlash * SLAM, Pistol, Gravity Gun, HL2 Machine Guns, Grenade, CBaseCombatWeapon, CPhysGunBeam * HLS shotty, satchel, hornet gun, gauss gun * CNPC_Puppet, CHL2PlayerLocalData, CPropAirboat, CNPC_Portal_FloorTurret, CNPC_RocketTurret, SmokeTrail, RocketTrail, CSteamJet, CBaseToggle, CCollisionProperty, CGMODRules Delete TE_Impact (seems unused?) Removing unused stuff * Removed UTIL_MuzzleFlash (unused) * Removed CWorld.m_flWaveHeight, m_bColdWorld (networked, unused) * Removed CBaseDoor.m_flWaveHeight (networked, unused) Network m_bLocked for prop doors to clients Network m_bLocked for vehicles and prisoner pod to clients Network prop door m_eDoorState to clients * For mods to do with as they please Remove surface.GetScissorRect hack in ModelPanel Minor cleanups Switch BroadcastLua stuff to a net message * Currently limited to 6K characters Remove more unused stuff C_HL2PlayerLocalData.m_hAutoAimTarget, m_vecAutoAimPoint, m_bStickyAutoAim, m_bAutoAimTarget Fix prediction errors being "stronger" at high curtimes * Bumping into props at high curtime was causing velocity "mispredicitons" to be more severe than they should be. Remove CThinkSyncTester from client builds (unused) Bump Steam.inf Removing unused TempEnt networking * Te_Explosion, Te_FootPrintDecal, TE_LargeFunnel Removed some unused globals * To do with goldSrc legacy effect systems * Remove some obsolete networked fields for TEBloodSprite (probably should nuke this entirely) Remove unused fields from env_explosion * env_explosion has fields to do with fireball sprite, value of which is never actually used. So we remove it. Remove some useless sprite precaches clientside * Doesn't seem to cause any side effects in my testing, sprites from HL1 era effects, mostly bubbles, smoke, lasers, explosions Fix m_flNextSoundTime FIELD_ type 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
Today
merge from main
Today
merge from automated_testing
Today
Added +autotest command line arguments for server batchmode test runs
Today
scoring fixes, first pass on basic ui for seeing scores
Today
merge from cpu_batching_submesh -> main
Today
Fix compile error after merge
Today
merge from main -> cpu_batching_submesh
Today
Codegen
Today
merge from terrain_lower_fixes
Today
Link up launch site height texture again S2P launch site, military tunnels
Today
Mortar UI
Today
industrial garage door - model update - placeholder textures - material update all still wip
Today
merge from s2p_terrain_fix
Today
merge from main Keep source on launch site scene
Today
Add a comment
Today
merge from automated_testing
Today
Remove duplicate m_flTimeWeaponIdle in prediction table Remove obsolete strings from garrysmod_english.txt Minor cleanup Limit render.ModelMaterialOverride to non depth passes * render.ModelMaterialOverride will no longer override current override type Fixed prop spawn effect in depth pass with parented props * bonemerged weapons on NPCs was breaking depth pass Fix DrawModel call arguments in base game Lua code * Nextbots, SNPCs, TTT SENTs, some other bits
Today
merge from physicsmaterial_stringpool_fix