131,431 Commits over 4,232 Days - 1.29cph!

Today
More spawn related stuff
Today
Savas-specific spawn tables.
Today
More bounds checking for texture related methods Merged Pull Requests * Minor optimizations for new game screen Strip out more obnoxious symbols from server names Allow copying server name from detailed server view Pull Request: Minor server list optimizations
Today
Update: apped hex prefix when emitting native method address Tests: none, trivial change
Today
merge from main
Today
Update: emit address of native function Trying to chase up why sometimes names missmatch with what VS disassembly window shows Tests: viewed BasePlayer::BoxTest
Today
Bugfix: use mnemonics instead of bytes when checking if decoding should finish My initial attempt to inpsect raw opcode didn't work in all cases, leading to false-positive parsing aborts. Tests: viewed BasePlayer::ServerUpdate and BasePlayer::BoxTest
Today
re-set viewmodel rendererer on base weapon
Today
Initial files,folders and prefab setup
Final profiler window tweaks: supports larger packet rundowns
Today
bit more set dressing
Today
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Capture all missed outgoing packets in client and server
Today
hackweek arcade small prototype tweaks
Today
Update: better detection when to stop decoding stream - now tracks max referenced jump address and stops on last ret or jmp -offset Tests: viewed nested call in BasePlayer::BoxTest
Today
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Ensure 'server' is set right on our inbound packets
missed files (again)
Record the rest of the inbound packets I missed: group enter, group change, group destroy, world data, voice data, entity flags, entity position
Today
Bugfix: ensure instruction pointer gets saved to list only if we stopped parsing teh stream Previously we could add the ip to the list before we decided to stop decoding, leading to out of sync issues Tests: viewed BasePlayer::BoxTest
Can now sleep in beds via the radial context menu Just a mount pose, has no effect other than extreme immersion
Better effect outgoing packets
missing file
Today
Update: change asm text color if it's a potential address Tests: viewed BasePlayer::BoxTest
main -> network_profiler
Fix bug where last segement in radial context menu could devour the entire radius (this can be easily cherrypicked to main)
- Can now name horses via the horse details panel - General improvements to how chicken names were being updated too - Small cleanup of bits relating to recent horse medical syringe changes
Today
Bugfix: avoid double-draw Tests: viewed BasePlayer::BoxTest
- Autocomplete ranks suggestions based on how some minor closeness values - Got history working again
Today
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Today
Pressing a vending machine marker on the map again while its store menu is open now closes it
Today
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Today
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Today
Spawn pops
Today
Fix bug where switching animation method wasnt updating pose until new power was sent Added explanation text for simple input usage method, polished up menu dialog
Today
Made particle collisions work correctly on the GPU
Today
Fixed tokens for halloween garland
Yesterday
Opening trading card pack overlay
Yesterday
Icon generation, reran manifest
Yesterday
Update: Add relative jump arrows This was much more painful than expected, but a bit of hodge-podge and it's gud Tests: viewed BasePlayer::BoxTest
Yesterday
Savas specific spawn stuff + more terrain progress
Yesterday
Tier 2 Attire techtree setup
Yesterday
When opening the tech tree, always start on the highest level page by default
Yesterday
added icon for curtains, tweaked values, sounds, crafting mat and cost
Yesterday
Updated halloween garland with final art (pending LODs). Ran manifest
Yesterday
Automatically put the scroll view to the bottom anytime a new command comes in unless the user has scrolled up at some point
Yesterday
add option for specifying a camera angle to a certain skinnable spawn point
Yesterday
Trading Cards view
Yesterday
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