8,596 Commits over 3,256 Days - 0.11cph!
Separate texture for bone manipulation scale
Debug output for SRCDS collection info
Automated Windows Build #744
Automated Linux Build #745
Automated Linux DS Build #745
Automated Windows Build #745
False -> nullptr in a bunch of places (clang complains)
OSX builds use clang w/ C++11
Renamed CreateThreadPool/DestroyThreadPool to avoid symbol name collision with macOS Carbon
Windows: _HAS_EXCEPTIONS=0
Windows build scripts use VS2017 Community if its available
VPC: Update fmtstr, remove perforce stuff, builds with VS2017
Run premake before building dependants
VPC: Added VCPROJ Solution GUID for VS2017 projects
Move windows scripts in to win32 dir
-Wno-inconsistent-missing-override for clang builds
Remove libtogl.dylib from repo
Merged proper togl linking for OSX in appframework/launcher/shaderapidx9 VPC scripts, might work
Merged linking from source_posix_base.vpc
Link to correct libtogl on OSX builds for real this time
macOS builds use 1 makefile instead of 2, removed crazy verbose options
Linux client build scripts
re-enable linux/osx depots
Upload to testing steam branch
Build-Win32.bat & Build-Win32-Projects.bat
Create garrysmod.ver during build
Moved/renamed steamworks scripts, don't send Awesomium libraries to systems that don't need them
Rename steam VDFs to match plastic branch
Disabled hacky sincos asm stuff that doesn't work with clang
Added steamworks VDFs for dependency_hell -> testing
Remove preview 1 from srcds VDFs
VPC no longer says it's generating VS2010 projects when generating VS2017 projects
Test autio build trigger #2