8,596 Commits over 3,256 Days - 0.11cph!
▉▋-▊▉▌ ▇█▌▉_▌▍▄▌█▆▊▌, ▄▅▊▄▄▍▍█▅.▌█▊ ▉▆▊ ▌▄▊▌▋▄
▊▌██▊▌/▆▌▄▆▌_▆▉█/▄▅▉▉▆/▅▉▄▊▇▌▋▇▌▋▋▊▋█▅ ▄▍▄
▆▋▉▄▄▉▊▇█_▇▄▉▊ ▄▅▄, ▋▇▇▇ ▍▋ ▅▇▅▊▍▋▊▅▋
▄▉▊▌▍▌/█▍▄▅▊▋▉▌▆▅▆█ ▊▇▊ ▍▇▍▇ ▄▄ ▌▆-▊▉▍
datacache & dedicated vpcs
choreoobjects vpc
DataCacheClientID_t = uintp
▄▄▋ ▊▊▄▄▍▋▅ ▉▊▆▋█▌▉, ▍▍▅▋▆▅▍, ▍▊▊▇▍, ▊▉▄▇▋, ▊▊▇▍▅, ▋▌▋▋▆, ▋█▄▅▄▍ ▋▍▊█▍▋▍▋ ▋▄ █▋-▄▄▉
userinfo convars send again
soundscripts can play
upd CStaticProp::CreateVPhysics, PhysCreateWorld_Shared
vending machine works
separate report_soundpatch/cl_report_soundpatch
mathlib, tier1, vstdlib, 261 TODOs
update soundemittersystem
fixed mismatched datastructures that go to vphysics
Only try to stop multiplayer spam with duplicator saves
Minor duplicator improvements
* Can no longer immediately resave an armed dupe
* More safeguards against bad user input
* Better server logging for dupes and saves
unbreak sockets & datacache
vphysics
hacky appframework vtable match
update tier0, builds down to engine
libs build in correct order
Fixed prediction errors caused by using Player.SetHull(Ducked).
Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
▅▍ ▅▅▅▊ ▇▄▊█▋█▇▉█▇█▉▍▅█ ▌▊▄
Removed non functioning code related to trigger_changelevel player position fixes
Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where no NPCs can see them (fix for transitions in a vehicle in HL2 campaign)
▄▍█▊▅▆▄▅ ▌▊▅ █▊▅▌▉▌█ ▅▌▇▍ █▋▊▉▋█▉ ▄█ ▉▊▉▇▉▅▆ ▄▄ █▉▅▋▅ █▆▆▊▅▉▌ ▄█▉▄▉▋▍ ▉█▉▊▋▆▉▋ ▅▌ ▇▇▊▇▅█
Entity.GetSequenceMovement Is now also shared
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
Fixed monster_scientists always having random skins in all cases