139,171 Commits over 4,352 Days - 1.33cph!

4 Minutes Ago
Fix "invalid format PHY" for old model formats Add non-halting error when tables have wrong data type * This relates to C functions that expect table inputs. Instead of failing silently, we let the developer know they are doing something wrong Delete particle_test* convars/concommands * Seem useless? Delete simple_bot (simple_bot_add concmd) * Nextbot test entity or something? Delete hunter_shoot_flechette concmd Delete fadein and fadeout console commands * I think that this is never used? Fixed a number of concommands crashing when using on srcds * For example `prop_physics_create` Give weapon_cubemap a unique bucket position * So it doesn't conflict with other built-in weapons. really should update the weapon selector so this isn't even necessary Disable most impulse commands * This includes 76, 81, 82, 83, 102, 106, 107, 108, 195-197, 202 and 203 * All of these are either useless or do nothing, or are replaced by Sandbox. (jeep spawning) Remove some CAI_BaseNPC debug stuff Removes CAI_BaseNPC::m_pDebugNPC, SetDebugNPC, IsDebugNPC which are never used Remove CBasePlayer::m_rgItems (unused) Enable default weapon selector to render weapon slots 7-10 * They will not appear by default (as empty boxes), but if you have a weapon in slot above 6, you can now actually see it Move where model scale limits are enforced * Also delete duplicate m_flModelScale definition in the data table Rework weapon selector weapon positioning * It kinda took too long, but it is no longer possible for weapons to be invisible within the first 10 slots. Everything else should be the same * Removes a few SlotPos related hacks * Fixed slot 10 (bound to 0 by default) having wrong number in the selector, and not being selectable via the bind
36 Minutes Ago
Budget the main thread part of navmesh building
1 Hour Ago
Fix binary saving overwriting the beginning of the previous save but leaving without truncating the end
1 Hour Ago
naming conventions, small tweaks
1 Hour Ago
manifest, bounds fixes, guide fixes
2 Hours Ago
apartment wood stove
3 Hours Ago
Loadouts tab baseline
4 Hours Ago
updated item definition on bunny suit
4 Hours Ago
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4 Hours Ago
Optim: run gather network groups in parallel - changed dimensions of net grid in DummyServer, now it's using a 512 grid with 64 cells 128 players: 0.54ms vs 1.15ms of serial. Relies on a prealloc hack, need to support it properly Tests: ran unit tests
4 Hours Ago
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5 Hours Ago
exported latest salvaged axe v model anims
5 Hours Ago
Fixes
5 Hours Ago
Updated BunnySuit
6 Hours Ago
Updating krieg backpack skinning and burst cloth
6 Hours Ago
Remove _CommandID shader property to not ever confuse any shader compilers
6 Hours Ago
Fix incorrect cleanup on load fail
6 Hours Ago
Better logs, fix out of bounds tile index, fix incorrect warning when loading a navmesh from a save
6 Hours Ago
Camping Cooker update
Today
fix animator after merge conflicts, fixed wheel rotation and mount positioning
Today
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
Today
Bunny Suit item update
Today
Bunny Suit setup
Today
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Today
fix water SSR flickering when TAA was enabled, was especially pronounced at grazing angles
Today
Started cleanup
Today
fix server build
Today
Fix tilesLoaded never being incremented, causing loading to fail
Today
Fix crash
Today
Updating krieg skeleton asset
Today
Fixed modular car fuel tank not connectable to anything
Today
Add missing lod2 to emission toggle
Today
Render single-draw commands through Graphics.RenderMeshIndirect()
Today
Remove the placeholder "cancel" menu option.
Today
Updating krieg hazmat burst cloth and skinning
Today
Add item name & icons to radial menu. Only show radial menu if there's more than one item that responds to lighttoggle. Run lighttoggle instantly on press if there is only one item. Misc fixes/functionality. Ready to start refactoring and cleaning up.
Today
fixing shadow issues with brutalist blocks that got introduced likely by recent shadow changes
Today
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Today
Enabled LZ4 high compression
Today
Finish refactor to have individual navmesh instances instead of a singleton, todo fix crash on destroy
Today
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Exposed rebar texture
Today
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
Today
Bugfix: ServerOcclusionGroups - handle null net group when player goes through custom flow - renamed branch to *_reinit (as limit networking turned out not to be related at all) Tests: ran all unit tests, they pass
Today
Fixed ocean topology in launch site, potentially other monuments
Today
Check Unity object lifetime before calling onVisibilityChanged callback
Today
Update(tests): ServerOcclusionGroups - add a net-group reinit test Not a flow we have on servers for now, but it could change in the future Tests: new tests fail (as expected)
Today
Merge: Cherrypick of 145087 from /main/useplayerupdatejobs3/updatesubs_optim - Bugfix for DummyServer not being able to spawn players/bots in unit tests Tests: ran occlusion group tests, now pass
Today
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
Today
merge from the deployguide box fix branch