193,446 Commits over 4,079 Days - 1.98cph!
Add engine_no_focus_sleep to blocked convar list
Prevent crashes with steamworks lib when called too early on SRCDS
it really needs to be queued until its ready, this at least won't crash now.
Do not run friendsID check for HLTV clients
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New autoturret test to cover a recent exploit
Route Boomerang catch code through modelstate - like it always should've been
merge from ziggurat_bleedfix
merge from computer_station_chat
merge from isfullyads_nre_fix
merge from fix_crocs_dying_at_jungle_pond
- compute ambient from averaged sky light over hemisphere
- ambient lighting improvements for better 3d-ness
- better shadow application on world (no longer tied to cascades, also shadows transparents)
- better transitions (old clouds dissipate and new ones grow, rathern than lerping the two maps)
- code cleanup
Allow sending sync vars to specific players
Correct send info from client -> server
Bugfix: ContinuousProfiler now atomically updates it's write indices
- internal fix in ServerProfiler.Core, based on e39afb43
- Removed now-unhelpful echeck for right mark type at the start of main thread perf stream (all cases confirmed legal now)
After soaking it for 15 minutes total, only main thread export gets lost in the binary sauce. Hopefully last bug.
Tests: soaked 3 times on craggy, only hit unexpected mark type on main thread
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
wrong material on bamboo kit
View model camera animations for tools and items
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Protobuf support for sync vars
Throw error if too many sync vars are defined
Developer logging and disconnect/kick for incorrect replications on both client/server
Some fixes for client authoritative queue packing
Seperate client and server packing queues due to listen servers messing everything up
Client now uses packed sending
Cleanup
Server: Fix error message about missing `InstancedDebugDraw` script
merge from building_los_fix
Jungle ruins d/e scene2prefab to fix an issue where items dropped below bromeliad bushes could become unpickable
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Deployable with no alternative checks fallback to the old behaviour
Proper kill switch using a replicated convar
Compile fixes
Merge from indirect_lighting_fixes
Bug Fix: Switching between different held items no longer changes the ambient lighting. Also fixed an issue with ambient lighting being darker than it should have been when inside camera-based environment volumes
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Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
Fix crocs dying at jungle pond