Evgeniy Sidorenko
Evgeniy Sidorenko
### Description of the Issue After one of the old updates (not older than 1 year ago), I noticed that whenever I work on big files, performance is really really...
its used when you take over a bot (and release control of a bot) to transfer equipment between the bot and yourself, leaked code contains only "remove what we have...
for a long time I thought that the issue with that was related to some aim code they changed since CS:S, but then I decided to actually look at what...
So after hearing back nothing about #170, I decided to duct-tape a hack that would pass the missing interfaces from the wrapper into the actual physics DLL to see how...
Map compilers (and potentially something else) don't use `CBaseAppSystem::QueryInterface` to load the interfaces, instead they directly load the DLL and then call `CreateInterface` from it to retrieve the surface prop...
The entire server list in ~~CS:S~~ all Source 1 and Goldsrc games is filled with fake servers that have someone's phone number as map and game name, plus tags and...
It is used for disabling shadow depth and enabling light bounces. You mentioned in README that it is lost on compilation but in fact it isn't; I just made a...
For scaling physics props, Source gets all the vertices from collision model, scales their position (as it's relative to object, it's a matter of just `position *= scale`) and constructs...
debugrenderer's arguments were not matching base class (although the underlying type is the same), and vehicle suspension settings were not using already defined up and forward constants and instead were...
See `CParticleEffectBinding::CParticleEffectBinding()` At least on Windows, `SetParticleCullRadius( 0.0f )` does not work because `m_flParticleCullRadius` is initialized to nan by default and checking if it's not equal to 0.0f returns false,...