130,420 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Fail state can now apply player modifiers.
Pressing a wrong key will now fail the QTE.
Add some placeholder modifier effects for fail state.
                
                
                
                
             
         
        
            
            
            
                
                Tweak sequence length ranges.
Negative modifier tweaks.
                
                
                
                
             
         
        
            
            
            
                
                TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
                
                
                
                
             
         
        
            
            
            
                
                Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
                
                
                
                
             
         
        
            
            
            
                
                3p anims + updated worldmodel anims
                
                
                
                
             
         
        
        
            
            
            
                
                More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
Temporarily disable 24BPP optimization for .png/.jpeg loader
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
                
                
                
                
             
         
        
            
            
            
                
                removed WaterVisibilityTrigger from xmas dungeon cell prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
                
                
                
                
             
         
        
        
            
            
            
                
                Fix: FreeUnmanaged the DebrisEntity list after we're done with it
                
                
                
                
             
         
        
            
            
            
                
                Updated english engine.json file
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Fixed halloween hunt score announcement typo
                
                
                
                
             
         
        
            
            
            
                
                Merge: from requesttrees_spike
- Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early)
Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
                
                
                
                
             
         
        
            
            
            
                
                Clean: removing leftover log
Tests: none, trivial change
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: none (no conflicts)
                
                
                
                
             
         
        
            
            
            
                
                Bugfix: Don't try to send tree batches to disconnected players
- Also replace a broken link in a comment
Tests: In Server+Client mode disconnected the client - no NRE
                
                
                
                
             
         
        
            
            
            
                
                Fixed join gesture getting left on the screen when cancelling rps
                
                
                
                
             
         
        
        
        
            
            
            
                
                More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
                
                
                
                
             
         
        
            
            
            
                
                 removed random water body
                
                
                
                
             
         
        
        
            
            
            
                
                Disable gui.HideGameUI, block cancelselect
VRAD: -dumppropmaps also dumps the lightmaps as .pfm
Also dump files to /sp_lightmaps/ instead of base dir
Don't display alpha channel for non alpha formats (RGB888, etc)
This is for mat_texture_list 1
Use non alpha format for images without alpha (.png/.jpeg loader)
This should hopefully save some memory
Resave Post Processing icons to not have alpha channel
Since they don't use alpha anyway
Fixed duplicated constraints making Lua errors sometimes
Resolve memory alignment issues with 24bit images (.pngs, etc.)
TF2 new map icons/category + adjust some dark ones
Also fill the texture with white color if freeimage fails
This is for .png image loading
Adjust VRAD's -dumppropmaps TGA output to be correct
Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.
Restore gui.HideGameUI for menu state
VRAD displays lighting mode in the log (HDR vs SDR)
VRAD static prop lighting HDR related changes
Only output .tga files for LDR compiles
Only output .pfm files  for HDR compiles
Compile HDR .ppl files, without overwriting the LDR ones
Swap-in HDR static prop lightmaps when HDR lighting is in use
Fixed impaled NPCs not appearing in the kill feed
Pull requests
* Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu
* Added missing localization string for German langauge in TTT
* Reduced net.WritePlayer bitcount based on server's maxplayers
                
                
                
                
             
         
        
            
            
            
                
                Added sv_max_userinfo_rate
This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there.
More strict application of GMODSandbox GDClass in Hammer
So `point_spotlight` doesn't have useless keyvalues on it.
Added "Last played date" for each server in the server browser
Replace usage of "devshots_screenshot" with "screenshot"
Add "killserver" to concommand blacklist
Correct UTF8<->UTF16 conversion for close caption function & hook
Try to resolve issues caused by sv_max_userinfo_rate for extreme cases
gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib)
Make "force open main menu" warning an informational one (Community Contrib)
Also make it use a localization string
RPG entering water does not slow down
Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero)
Don't display "Vehicle X has invalid wheel attachment" for airboat
Use localization strings for Legal tab in Options
Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt
Code cleanup
Refine sv_max_userinfo_rate further
Hopefully this fixes issues on map load
"Start Disabled" spawnflag for env_projectedtexture
The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code.
Restore missing options in env_projectedtexture in Hammer
Also rearranged useful options to the top, added browse texture button to the texture keyvalue
env_projectedtexture Toggle input
Added ProjectedTexture:Get/SetNoCull()
Mount folder addons before Workshop system
Filter for preset list
https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif
Called GM:PlayerAuthed outside of player prediction (so curtime is valid)
Effectively makes the hook run a bit sooner within the same frame/tick it used to.
Fixed Player:UniqueID returning nothing before InitSpawn
Fallback to garrysmod.ver for when Steam is not available to get BRANCH
                
                
                
                
             
         
        
        
            
            
            
                
                Halloween dungeon population 1
                
                
                
                
             
         
        
        
            
            
            
                
                Can now collect Scarecrow heads with skinning knife
                
                
                
                
             
         
        
            
            
            
                
                Directional surface stuff WIP
                
                
                
                
             
         
        
        
            
            
            
                
                Pull requests
* Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu
* Added missing localization string for German langauge in TTT
* Reduced net.WritePlayer bitcount based on server's maxplayers
                
                
                
                
             
         
        
        
            
            
            
                
                Enabled halloween event
Enabled Scarecrowpopulation
Updated collectables
Added bone collectable
Frank default table craftable
Enabled portals
                
                
                
                
             
         
        
            
            
            
                
                Restore gui.HideGameUI for menu state
VRAD displays lighting mode in the log (HDR vs SDR)
VRAD static prop lighting HDR related changes
Only output .tga files for LDR compiles
Only output .pfm files  for HDR compiles
Compile HDR .ppl files, without overwriting the LDR ones
Swap-in HDR static prop lightmaps when HDR lighting is in use
Fixed impaled NPCs not appearing in the kill feed
                
                
                
                
             
         
        
            
            
            
                
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                ▇▉▋▌▉ █▉▊▄ ▊▌_█▉▆▊_▊▇▋▅▉▅▌▄▆ (▇█▆ ▄▌▊▊▋▊ ▄▌▄█▉▌█▄ ▆▅▅█ ▌▍▇▆▊▇▍▍▇, ▆▉▉ ▉█▄▆▉▌█ ▄▅▌▉▇ ▉▅▋▍▋█▌▊ ▌▋ ▉▉▌▋▅ ▆▊▌▆▋▇)
                
                
                
                
             
         
        
        
            
            
            
                
                - Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
                
                
                
                
             
         
        
            
            
            
                
                Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
                
                
                
                
             
         
        
            
            
            
                
                Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
                
                
                
                
             
         
        
            
            
            
                
                Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)