branchgarrysmod.main/maincancel

944 Commits over 1,157 Days - 0.03cph!

Today
Remove `"flammable" "no"` from 2 PHX bombs `"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time. Added MainEyePos, MainEyeAngles, use it for properties.lua These 2 functions store main view's position and angle without being affected by any other view or render.RenderView Fixes properties not being usable if render.RenderView is called at all times Fixed render.RenderView affecting FOV for worldclicker Fixed sun glow overlay not rendering in water Minor viewrender changes from CS:GO * Clamp fog lerp, restore position/angles for reflection/refraction views after rendering Minor optimization for DecalTermAtPos Fixed (near?) infinite loops in EnumerateElementsInBox * This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
Yesterday
Fixed flashlight trying to use invalid VM attachments Add sv_nomap_timeout * Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all) * Also added a console message telling the user to load a map with the map console command Fixed spam about "as if it were a variable" on GUI srcds Init 3rd person camera on map load as well as shutdown Implement support for $reflect2dskybox for Water shader Restore the hack for static prop fades for CS:GO maps Not sure why it was removed, I guess we will find out eventually if it causes issues. Fixed a typo in "Save file appear to be invalid!" Added $reflect3dskybox Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water Make construct water reflect 3D skybox
2 Days Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
3 Days Ago
Consistent mat_monitorgamma convar flags Adjust formatting of VRAD usage info * Give more context to -SunSamplesAreaLight Fixed Menu Lua errors when creating presets * Due to recent changes to main menu internals Fixed crashes to do with a certain broken demo file Improve invalid model detection Make `gm_spawn` only work for .mdl files util.IsValidModel returns false if extension is not .mdl Better warning for "Unknown read error 38"
6 Days Ago
Update IME candidate menu size to fit new text Fixed respawning while driving while dead putting you to death position Respawning while driving will no longer snap eye angles to spawnpoint Minor cleanups Use consistent search paths for textures and some model code * Makes textures load from "GAME" path instead of NULL, so it is consistent with models and materials. * Changed some gmod code related to reading model files to also use "GAME" path instead of NULL for consistency with engine model loading Prevent potential server crash with npc_heli_avoidsphere at edict limit Fixed missing alpha channel on DoD:S playermodel fallbacks
7 Days Ago
Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with
8 Days Ago
Probably fixed Linux compile Remove main menu's reliance on RUNLUA: hack Fixed some warnings about mismatched convar flags Reduce MAX_LIGHTMAP_DIM to 128 Bumpmapped materials allocate 4x the size, so we have to account for that. Bump "target max" size for entdata to 4MB (from 394KB) No real functionality change, just less OVERFLOW!!111 warnings on map compile Fixed a regression with ConCommandHash related changes Revert "CurTIme to double" This causes serious prediction issues with existing servers, so it will need to be done with a network compat update Added `spawnmenu_toggle`, defaults to 0 This setting is available in Utilities => User => Sandbox Give better max values for Utilities => Sandbox limit sliders
9 Days Ago
Alias sdk_lightmappedgeneric_dx9 to lightmappedgeneric Change DHTML/HTML console message "source" color Merge ConCommandHash stuff from x86-64 Pull Request: Fixed missing Server Browser localization Main menu adjustments * Use localized string for "server not responding" for favorites * Adjust blue colors in server browser to be consistent with each other, including hover colors, and be slightly darker for better contrast with white text * Adjust "Search servers by IP" menu in favorites tab CurTIme to double List of changed symbols: (float=>double) * CBaseServer::GetTime, GetTickInterval, m_flTickInterval * IServer::GetTime, GetTickInterval * CClientState::GetTime, m_tickRemainder * C_BasePlayer:GetTimeBase * CPrediction::RunSimulation * CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase * CGlobalVarsBase::curtime, interval_per_tick Fixed a bunch more compile warnings Close spawn/context menus when main menu is open Also disallow F1 to open spawnmenu in main menu Call Remove instead of Close for toolstips, if Close is not defined More compile warning fixes
10 Days Ago
Combine duplicate HTTP headers with a comma Added Panel.SetTextHidden
10 Days Ago
Updated TTT TTT: Added optional translation parameters when adding radio sound names (Community Contribution) Try to work around infinite loops with WaterLevel() Refactor how Lua trace filters are loaded to remove code duplication HTML panel ConsoleMessage improvements * Make HTML.ConsoleMessage behavior match better that of DHTML * Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate) * DHTML no longer overrides console.log for CEF panels * Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event) Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base) Rename npc_tf2_ghost spawnmenu entry * (this is separate on purpose)
13 Days Ago
Compile warning fixes More compile warning fixes Fix IgnorePlayers acting as DisableAI for strider Fix AR2 impact effects appearing when shooting the skybox Added MATERIAL_CULLMODE_NONE for render.CullMode Increase MAX_LIGHTMAP_DIM to 256 MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256 MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256 TTT: Updated Russian localization (Community Contribution) * Also made radio buttons slightly wider Spawnmenu/contextmenu toggle mode * If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise Some OOB checks Main menu start new game options changes (Community Contribution) * Fixed P2P: Friends only resetting after starting a game * Visual adjustments to alignment of certain elements in the start new game options menu Fix 'status' showing IP address for -p2p dedicated servers * For listen servers it was already not a thing
14 Days Ago
Do not save or load mat_specular/mat_bumpmap in registry These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back. Add more info to "Sprite model's not supported any more" warning Added lua_strict checkbox to Lua problems menu Added util.IsBoxIntersectingBox Move $LightMapWaterFog warning so it only runs once. Water with $lightmapwaterfog will now receive lightmaps on compile Fixed change in behavior of File:Read on overflow input Draw cheap water instead of pure white mesh when missing many parameters * Also disable blending on cheap water since it seems to just cause issues. Added new parameters to Entity:DropToFloor mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256 Only do NPC animation retargeting if addons don't add missing animations
15 Days Ago
Fix regression with chatbox and some addons with weird behaviors Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps Improve "Bad surface extents" crash message Minor VBSP cleanups VBSP: Uncomment -maxlightmapdim/-defaultluxelsize Update HTTP blacklist Iterate over changes to File:Read/Write * Moved warnings to lua_strict * File:Write & Read with invalid size will do nothing. * File:Read takes into account offset when size is not given Fixed maps compiled without VVIS not rendering any water surfaces
16 Days Ago
Fixed using wrong enum as array index in prediction Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes Minor cleanups Validate input range for FileObj:Read and FileObj:Write
17 Days Ago
water shader data fixes Fixes water on sp_a3_03 looking wrong, but not completely EnvMap support for expensive water Updated some map icons that had ugly water Increase hardcoded max update rate to 150 Fix `kickid` by SteamID64 not working on dedicated servers Minor cleanups Prevent crashes in engine tracing code Fixed render.SetShadowsDisabled calling the wrong function Improve handing of BSP model names for clientside entities Tries to set the model index so tracing code can work
20 Days Ago
Fail build when VPK.EXE fails to run Fixed VPK.exe crashing randomly Minor merge from x86-64 Improve .nav file error handling * L4D2 nav mesh files no longer hang on load Fix up some cryptic console messages * Applying a fix for L4D2 maps! * Node Graph out of Date. Rebuilding... (random numbers)
21 Days Ago
Remove deleted file from VPC script
21 Days Ago
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
24 Days Ago
TTT: Custom radio button support (Community Contribution) * Add custom T Radio sound support and extra default sounds Reduce healing sound count for TTT radio It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds. TTT: Russian and Turskish language updates (Community Contributions) TTT: Prevent the round start info box from stacking TTT: Fixed "Tried to create font 'X from a game font" warnings
27 Days Ago
Minor Hammer cleanups from CS:GO * No functional changes besides some nullptr checks Fixed potential issues with Hammer (from CS:GO) * CTextureSystem::ReloadMaterialsUsingTexture optimization * Some entities such as info_ladder_dismount get proper colors from FGD * Disallow creating "Auto" visgroup manually Minor cleanups Minor VBSP/VRAD cleanups Hammer/VBSP support for 4 way displacement painting Implement particle picker for Hammer Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
28 Days Ago
Fixed clientside sounds not firing SWEP:FireAnimationEvent Fixed NPC.IsUnforgettable not returning anything Lightmapped_4WayBlend shader Throw an engine error when trying to request invalid shader param Feed correct MODULATION_COLOR data for 4 way blend shader
29 Days Ago
Fixed an issue with HUDShouldDraw Do not try to load VTF sphere maps for VTF 7.4 Apparently some 7.4 cubemap textures do not have it, from CS:GO probably Alias dz_door to prop_door_rotating Added NPC:ConditionID (Opposite of NPC:ConditionName) Added NPC:IsUnforgettable and NPC:MoveGroundStep ClientsideModel sets collision group to DEBRIS Minor cleanups Fixed clientside prediction breaking hull traces against local player Prevent item_item_crate from spawning certain entities Made Entity:PhysicsInitBox/Sphere set solidity before the physics object * This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit() Added sequence events to util.GetModelInfo Events table in each of the Sequences tables, each having the following: * Cycle * Event - ID * Name * Type * Options Added effects.TracerSound Remove fallbacks for CSS player models Update DoD:S player model fallbacks
31 Days Ago
Try to improve edict exhaustion prevention logic * Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts. * Also added a separate warning for when running out of the absolute edict limit somehow. * Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers) Fixed BSP file.Find behavior Added NPC.CapabilitiesHas Updated TTT (Pull Requests) * Raise passive equipment item limit from 16 to 32 * Remove "Missing CS:S" chat warning Remove "HudBloodSplat" effect. (It did nothing at all) Fixed Gunship and Sniper not appearing in the kill feed when killed Change `whereis` to print path of missing files Internal rework of main menu's bottom bar (Pull Request) Update some warnings with more info "Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
34 Days Ago
Enable VRAD stats without verbose Correct kill credit for striderbuster strider kills Fixed certain gibs (manhacks, scanners) never fading out Add description to g_ragdoll_maxcount Fixed Strider still shooting you with ignoreplayers/disable AI Enforce a fade time on gibs that never despawn (strider gibs) FIxed Helicopter gibs never despawning * Big ones have 2 minute lifespan * Smaller ones have 1-5 second, as intended by source code
35 Days Ago
Minor cleanup 64bit compile fixes Prevent misleading "X used to create wrong class type" warning Happened at edict limit when spawning gibs Give prop_active_gib* descriptions and more sane values * 100 active gibs should be plenty (was 999999) Fixed server crashes when trying to spawn gibs at edict limit Try to prevent HL1 gibs from falling out of the world Try to add a better crash message when getting vertex size 0 Remove temp changes from sv_ents_write
36 Days Ago
Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
37 Days Ago
Fixed server crashes to do with Gonarch NPC Fixed StudioMDL crashes due to $maxverts Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed
38 Days Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
38 Days Ago
Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll()
55 Days Ago
Make ClientsideModel able to be hit by clientside only traces * When using physics. Collision bounds must be set manually if model changes. Merged Pull Requests * TTT: Updated Turkish localization (Community Contribution) * Main menu: Make check box labels clickable (Community Contribution) * TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution)
55 Days Ago
Undo vphysics changes Limit static prop counts to save values for now Fixed regression in gmod_camera
56 Days Ago
Update VPhysics Changes IPhysicsObject interface - Added `virtual float GetBuoyancyRatio( void ) const = 0;` at the end. Adds PhysObj:GetBuoyancyRatio Lua function
57 Days Ago
Added new commands to studiomdl.exe $maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout More StudioMDL.exe commands Added $appendsource, $redefineattachment Added $skinnedLODs for StudioMDL Update StudioMDL usage info when given no parameters Added previously unmentioned command line options, dump supported .qc command list. StudioMdl metadata & icon VRAD: Added `-SunSamplesAreaLight` (Community Contribution) HLMV improvements Fixed crashes when doing stuff without a model selected When a material is missing, include the missing material name in "VMTs loaded" section HLMV: Fixed extremely slow screenshot performance * Images are now saved as .bmp instead of .tga More HLMV crash fixes with no model HLMV: Change Shader display to a read only text entry HLMV: Display selected material in a text box so it can be copied
58 Days Ago
MsgC no longer outputs empty strings when first arg is a color Update launcher_main.rc - fix version Added NPC:BecomeRagdoll Same as Nextbot:BecomeRagdoll Enable CEF credits in the options Added NPC:SetForceCrouch Allows force crouching Citizens and combine soldiers.
59 Days Ago
Build Error Fixes
59 Days Ago
Also sign main launcher exe Update version.rc to fill more standard meta data Delete unused DLL files DataModel.dll, DMSerializers.DLL, VTex.DLL Temporary changes to sv_ents_write.cpp Map compiler meta data Make prop water level changes actually work, and apply on clientside too
59 Days Ago
Maybe fixed the build errors Update version.rc as well I forgot to press CTRL+S
59 Days Ago
Remove unintended changes to weapon_flechette Fixed a crash when using gm_load on dedicated server Also make loading saves on srcds not latch to a random player on the server Fixed some version numbers not being updated in DLLs/EXEs Why are there 4 version numbers in 2 different formats... Try to digitally sign EXE files as well
2 Months Ago
Make 64bit srcds build as srcds_win64 Add SteamID64 to "Dropped %s player from server" console message Remove "PREP OK" from console map loading log Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning. Adjust recent changes to IMaterial functions for multicore Block editdemo concommand just in case Added NPC:IsCrouching Combine/Citizens can do this.
2 Months Ago
▄▌▋ ▄▊ ▍▉▍ █▅▌▊▍ ▆▄▉ ▅▆▊▊▅▆
2 Months Ago
Added sv_pause_sp - allows singleplayer to be not paused Clean-up doubleclicking in menu (Community Contrib) Added option to "hide outdated servers" (Community Contrib) Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner Make zombies/metrocop propagate their lagcomp state to spawned NPCs More merges from x86-64 More merges Minor cleanups Dynamically calculate max autocomplete items based on available space
2 Months Ago
Fixed some NPC drops not calling OnNPCDropItem Add CSS thruster models without mounting CSS` (Community Contribution) Fixed server crash when mounting ladders at edict limit Minor cleanup Improve free edict detection
2 Months Ago
Prevent potential Lua errors with weapon_base Fixed IMaterial spamming console about "$basetexture" not being a texture This happened when opening Overlay post processing effect list in Spawnmenu. Affected functions: IMaterial.GetTexture IMaterial.GetColor IMaterial.Width IMaterial.Height Make "No account token specified" a warning Reset render lib lastmaterial on map shutdown Fallback "VertexBeckman" shader to "VertexLitGeneric" Minor optimization in Ignite property RPG/Crossbow animation improvements for citizens Fix NPC being unable to fire RPG due to recent changes Combine RPG support Improve metropolice weapon support for Shotguns, AR2, RPGs
2 Months Ago
Hammer: Port color preview for models from CS:GO Added color keyvalue to prop_door_rotating Allow PCF as valid transfer extension Make sv_lagcompensationforcerestore do something SRCDS workshop cache also caches titles Also display a warning that cache will be used. Added some AnimOverlay functions Entity.FindGestureLayer( activity ) = LayeriD Entity.FindGestureSequenceLayer(seqID)=LayeriD Entity.RemoveLayer( layerID ) Entity.SetLayerAutokill( layerID, bool ) Fix soundscapes not working with duplicate sounds (ported from CS:GO) Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO NPC weapon selection icons Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click. Also group NPC icon right click by category like it is in other places. Added GM:OnNPCDropItem hook It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too) HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings Restore rope texture scaling to HL2 values For tool-created ropes, we apply custom scaling value so it looks like it did before any changes. Fixed NPCs being able to shoot some guns forever, without reloading This affects ALL weapons with DefaultClip above the Clip size, such as AR2.
2 Months Ago
Disable clientside ShawTeam & others We tried, it won't work.
2 Months Ago
Fix off by one issue with particle sheet loading checks Prevent crashes due to netgraph Fix? Error() not exiting the game with mcore enabled Combine anim retargeting uses AR2 anims, not SMG1 anims Fixed an issue with particle loading NPC Weapon allowance changes Kleiner, Mossman, Eli, Breen and Magnusson can now spawn with guns Vortigaunts and HL1 GMan can no longer spawn with guns Further updates to NPC animations Try to make NPCs shoot slower with the .357 Fix Eli, Magnusson, etc. shooting from their feet.
2 Months Ago
Unhide Jalopy seat and Flechette Gun without mounting HL2 `weapon_fists` sets Weapon in DamageInfo (Community Contribution) Status prints server uptime Improve NPC animation support for pistols and rifles Combine NPCs no longer T-pose with pistols. Improved crouch support for NPCs using pistols and rifles - NPCs wont crouch to shoot for 0.3 seconds and then stand back up Enable EP2 behaviors for npc_combine_s Some sort of "march" thing?
2 Months Ago
nullptr checks in particle rendering that really should've been in last commit Remove newline from "Disconnect by server." kick message So server console log is less messy. No other kick reason adds a new line at the end. Fixed a typo & add internal TODO Merge Pull Requests (Community Contributions) * Micro Nano optimization for GM:HUDDrawTargetID * Make default Sandbox fonts extended for better rendering of non Latin characters Make GM:ShowHelp & co also be called on client.
2 Months Ago
Change "exe version" to "network version" for version concmd Multiple improvements to error handling of particle sheet loading
2 Months Ago
Bump version number in DLLs/EXEs