155,863 Commits over 4,536 Days - 1.43cph!

4 Months Ago
reinforced workbench upgrade explosiveResistance 0.5 -> 0.2
4 Months Ago
merge from computer_io_no_passthrough
4 Months Ago
merge from throwable_aim_stuck_fix
4 Months Ago
merge from heldentity_anim_fix
4 Months Ago
update from player_rig_update
4 Months Ago
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)
4 Months Ago
fix power draw for twitch rivals computer desk
4 Months Ago
clean up thrown darts after a timer
4 Months Ago
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.
4 Months Ago
Delete old VPC after generating VPC project on Linux
4 Months Ago
Copy compiled VPC over the one used to generate VPC project
4 Months Ago
merge from store_may_fixes
4 Months Ago
merge from electricfurnace_gibs_fix
4 Months Ago
merge from spectate_map_fix
4 Months Ago
merge from doorcontroller_wiring_fix
4 Months Ago
merge from deepsea_vendingmachine_leakfix
4 Months Ago
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
4 Months Ago
Assigned Mat to fbx
4 Months Ago
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4 Months Ago
Added LODs to ballistic/bdu items, created worldmodels and icons for shirt, pants and vest.
4 Months Ago
Update: add debug only sentinel writing to playerInfos and playerSegments Tests: ran unit tests
4 Months Ago
merge in
4 Months Ago
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4 Months Ago
Fix gmod_launcher using wrong path for version.h
4 Months Ago
Update colliders on industrial garage door to exactly match those on original door
4 Months Ago
exported edited 3p holdtype jog/run animations from jerrycan to mp5
4 Months Ago
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
4 Months Ago
Bugfix: fix tick being written to an index that didn't account for growth Tests: all unit tests pass
4 Months Ago
Update(tests): add TestTickGrowth2Players that also validates tick consistency after growth Tests: ran new test - fails as expected
4 Months Ago
fix 3rd person dart throw
4 Months Ago
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)
4 Months Ago
Bufix(tests): TestTickGrowth - ensure all ticks are interpolated by picking a better reset point Tests: ran unit test
4 Months Ago
Minor cleanup Restore network compatiblity with main Hacks for P2P * I HATE this
4 Months Ago
Remaining cookies
4 Months Ago
cleanup, compiler fix
4 Months Ago
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
4 Months Ago
rework checks for determining which player is at the board, now uses userids and cached BasePlayers
4 Months Ago
Enable stopOnParentDestroy on bandage and syringe sounds to stop them from being audible after holstering
4 Months Ago
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
4 Months Ago
Replaced static meshes in Kiosk C prefab with prefab versions. Organised hierarchy.
4 Months Ago
Buildfix: missing files from previous submit
4 Months Ago
Scene backup
4 Months Ago
Neon prefabs to default layer for ref probe purposes.
4 Months Ago
Clean: minor reaorganization + comments Tests: unit tests
4 Months Ago
Thicker door frame for entrance
4 Months Ago
gantry clean textures
4 Months Ago
FIx old animals always fleeing, SetNavMeshEnabled was turning RustNavmeshAgent on but not the internal NavmeshAgent which defaults to disabled
4 Months Ago
fix guard checks for when no player is mounted
4 Months Ago
Entrance a / removed overlapping geo
4 Months Ago
merge from main