248,600 Commits over 3,928 Days - 2.64cph!
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Manifest and protocol update
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Some more optimization
Disable updating on the player preview when it's not open
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TTT: distinguish Brazilian Portuguese and European Portuguese (#1735)
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Game exe goes in the root folder
Don't bother adding "GAMEBIN" search paths
Update .gitignore
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Reduce transfer speed
Downloaded files hierarchy
Rename FileSystem to EngineFileSystem
Rename FileSystem class to BaseFileSystem
EngineFileSystem is internal
Added FileSystem to Game dll
Load layouts/stylesheets from FileSystem.Mounted
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Final rainbow effect & files
Get rid of player model collisions (too slow and could barely see it working properly)
Fix back side glitching out when looking up at the sky
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Forgot c++ doesn't initialize pointers to null, god help us
Init/Shutdown ServerSideClient on connect
Drop iterations down to 1 (from 2)
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Network Ticking
Increase network rate [review]
File download poc
Adding +networksystem to sandbox_game
Add the ability to track PendingReliable from NetChan
File transfer works
Don't ship with networksystem.dll now we have it in sbox_game
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Custom Messages
Bind CServerSideClient
Added FIleSystem.FileSize
Create INetworkServer, INetworkClient
CNetworkGameClient, CServerSideClient have a m_pManaged - so we can jump shit straight through to the specific game dll without bunnyhopping through engine dll
Train tunnels / overpass update / added double track curves
Make cloth only collide with players instead of anything with a HitboxSystem (animals, NPCs)
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Fixed not resetting LightmappedGeneric's shader const 0 (basetexturetransform) between renders, resulting in it affecting materials which do not have basetexturetransform set
Added activator & caller arguments to Entity.Fire, both default to NULL
Switched base_entity:TriggerOutput to use Entity.Fire so it uses the internal engine event queue system
Added rainbow support (currently disabled on all weather presets)