147,458 Commits over 4,444 Days - 1.38cph!
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Fixed friend list context menu ordering issue
Merge from apartment_complex_monument
merge from wallpaper_boats_fix
Fixed not being able to place wallpaper on finished boats
Glowing wallpapers sitem setup, skins list, manifest, localization. WIP neon carpet textures, material, skin asset.
merge from computerstation_uiscale
Fixed escape not closing the console when mounted to a computer station
Computer station UI is now scaled by the UI scale convar
merge from vending_purchase_clamping_fix
Another vending machine clamping consistency fix
merge from paintingui_fixes
Fixed painting mode not switching back to brush after picking a color at low FPS
MeshPaintController.cs file formatting
Fixed random lines at low fps
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Optim: ServerCachePlayerInfo - don't cache isRunning
Time to clean up all the extra args everywhere, having 10 param funcs is no bueno
Tests: consistency tests
Optim: ServerCachePlayerInfo - don't cache onground and isflying
Tests: ran unit consistency tests
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merge from skinviewer_turret
Fixed auto turret missing cover in the skin viewer
Handle non-deferred cases
Validate options against different renderpaths
Make MotionVector AO settings consistent
Use shared statics with original AO
Only allow one shop at a time
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Fixed currency not being deposited in vending machine inventory
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Remove duplicate COMPILE_TIME_ASSERT macro (oopsie)
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Implement partial prediction latch resets from TF2 SDK/CS:GO
* Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does now.
Make player health non predictable
* This makes sense, right? No other health/armor related variable is predicted, and you can't really predict health changes since they come from serverside only events.
Fixed status bar scaling in Hammer
Minor cleanups
Fixed PCF particle colors using swapped endian-ness + Minor cleanups
Fix ammo/net library not resetting serverside on disconnect
Added cyclic reference test to net.WriteTable and util.TableToKeyValues
Implemented chained command auto complete (Community Contribution)
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