130,549 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Added light_directional & some other VRAD changes
There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements, but I couldn't find any differences.
New inputs to game_text and game_player_equip
SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2 for game_text
TriggerForAllPlayers and TriggerForActivatedPlayer for game_player_equip
Added skybox_swapper  entity
Remove scratchpad from game builds
Also remove bloodspray concommand
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Fixed broken packing attributes
 
                
                
                
                
                
             
         
        
            
            
            
                
                WIP new meat models and materials
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better acceleration when towing
Limited to trot gait
+ some visual fixes and tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                finally got deployable easels to work 
will need refinement and looking over
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implemented towing back on new horses
 
                
                
                
                
                
             
         
        
            
            
            
                
                FX offset fixes.
Ember iteration for more punch.
 
                
                
                
                
                
             
         
        
            
            
            
                
                handling ground destruction properly
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implement the packed attribute:
- Should we send this sync var itself or with all other sync vars
- This allows the user to weigh up header cost of sending the sync var alone vs along with all other sync vars
- Only sends this specific var if its dirty, whereas packed sync vars are all resend even if only one is dirty
 
                
                
                
                
                
             
         
        
            
            
            
                
                Landmines now have a 15% chance to explode on being disarmed.
This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
 
                
                
                
                
                
             
         
        
            
            
            
                
                restricting placement to constructions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed impact surface normal orientation.
 
                
                
                
                
                
             
         
        
            
            
            
                
                updated crafting ingredients
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Unique explosion for HV rockets vs regular.
HV rocket engines burn richer/darker smoke than regulars.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                fix realmed remove on sculpture
 
                
                
                
                
                
             
         
        
            
            
            
                
                added ice sculpture wip icon
- saving IconRender scene as it needs some setup for icon rendering
 
                
                
                
                
                
             
         
        
            
            
            
                
                deployable paintable easel 
model and prefab progress 
currently not working
 
                
                
                
                
                
             
         
        
            
            
            
                
                removed sign/pumpkin panel from sculpture item
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                added guide mesh for ice sculpture and a tool to generate one
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temporary unapproved bear skin redirect
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added 2 new spawnflags to env_player_surface_trigger
Do not IsValid the ident in hook.Add/Remove
The check was added solely to print an error for invalid types, but NULL entity is still an entity
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed 32bit builds crashing when creating decals on certain models
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▄▅▊▌▊▆ ▇█▇▅█▅▊ ▍▆▍ ▇▊▉▌▇
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix weapon spawnmenu autorefresh adding icons to nil parent
 
                
                
                
                
                
             
         
        
            
            
            
                
                Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix weapon spawnmenu autorefresh adding icons to nil parent
ClientSignOnStateChanged is no longer called for HLTV clients
util.IsValidModel uses meshcount to determine useless models
If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from profiling_improvements
- This brings ServerProfiler over, our own tool to generate server profiling snapshots
- To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/)
Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: avoid leaking repeating invoke when taking snapshots
- Also avoids ambiguity of taking multiple snapshots
Tests: generated 2 snapshots in editor back to back with a delay
 
                
                
                
                
                
             
         
        
            
            
            
                
                - Truncate menu tip text so it doesn't overrun loading screen
- Filter rich text tags from menu tip text except color, b, u, and i
- Added string extension method for escaping specific tags
- Updated StringView to allow StringComparison options when comparing to a string
- Track queue wait times and reasons for exiting the queue
 
                
                
                
                
                
             
         
        
            
            
            
                
                Update: notify that a snapshot was taken when no delay was requested
Tests: none, trivial change
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
 
                
                
                
                
                
             
         
        
            
            
            
                
                Restored hibox, protection, mounting logic and corpse
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                More refined screen shake
 
                
                
                
                
                
             
         
        
            
            
            
                
                deployable targets type a and type b 
type a is more human-like
type b is like a dueling tree
will need a programmer to look over stuff, again
 
                
                
                
                
                
             
         
        
            
            
            
                
                wip: Kill sync var tick on object death
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                wip: Automatically sync vars should any change. Uses a polling method for now:
- Invoke poll in fixed repeat time
- Syncvar handler no longer requires default value
 
                
                
                
                
                
             
         
        
            
            
            
                
                Code cleanup
Collision damage tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Perform type checks on initial sync var generation pass
 
                
                
                
                
                
             
         
        
            
            
            
                
                wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority