193,446 Commits over 4,079 Days - 1.98cph!

Today
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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Today
merge from 120739
Today
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Today
cherrypicking 120722 120723 120725 120736
Today
merge from main
Today
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Today
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Today
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Today
New autoturret test to cover a recent exploit
Yesterday
Compile fix
Yesterday
Compile error
Yesterday
Cleanup
Yesterday
merge from main
Yesterday
Route Boomerang catch code through modelstate - like it always should've been
Yesterday
Updated RPCFactory
Yesterday
merge from main
Yesterday
merge from ziggurat_bleedfix
Yesterday
merge from computer_station_chat
Yesterday
merge from isfullyads_nre_fix
Yesterday
merge from fix_crocs_dying_at_jungle_pond
Yesterday
- 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
Yesterday
Generation fixes
Yesterday
Allow sending sync vars to specific players Correct send info from client -> server
Yesterday
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
Yesterday
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
Yesterday
wrong material on bamboo kit
Yesterday
View model camera animations for tools and items
Yesterday
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Yesterday
Protobuf support for sync vars
Yesterday
Throw error if too many sync vars are defined
Yesterday
Developer logging and disconnect/kick for incorrect replications on both client/server
Yesterday
Some fixes for client authoritative queue packing
Yesterday
bamboo lod fixes
Yesterday
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
Yesterday
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Yesterday
Server: Fix error message about missing `InstancedDebugDraw` script
Yesterday
merge from building_los_fix
Yesterday
Jungle ruins d/e scene2prefab to fix an issue where items dropped below bromeliad bushes could become unpickable
Yesterday
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Yesterday
Deployable with no alternative checks fallback to the old behaviour Proper kill switch using a replicated convar Compile fixes
Yesterday
Merge from indirect_lighting_fixes
Yesterday
Merge from parent
Yesterday
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
Yesterday
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Yesterday
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Yesterday
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
Yesterday
Fix crocs dying at jungle pond
Yesterday
Merge from naval_update