userRubatcancel

5,130 Commits over 4,048 Days - 0.05cph!

2 Days Ago
Fixed gmad/gmpublish looking for steamapi in wrong dirs
2 Days Ago
Removing apparent leftovers of novint stuff in inputsystem More projects build for win64 Moving internal steamapi lib locations on windows to match x86-64
3 Days Ago
Cleanups from main Fixed Hacked Rollermine not respecting ignore players flag Fixed env_fog_controller.SetColorHDR not working due to extra space char Fixed that one HL2 map having weird fog when coming out of the tunnel Ship Episode 2 override of barricade001a.mdl with fixed physics mesh kickid supports SteamID64 Reduce CEF logging severity to default (from verbose) Minor cleanup Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now Increase physgun_maxrange maximum value to 32k Fixed a crash with CLuaInterface::IsType
3 Days Ago
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3 Days Ago
Fix compile error Update filesystem_init.cpp Fixed a crash with CLuaInterface::IsType
3 Days Ago
Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now More 64bit progress - VBSP almost runs It still needs vphysics, and model related changes Partial model related merges from x86-64 VBSP warns when vphysics.dll is missing Increase physgun_maxrange maximum value to 32k
5 Days Ago
Fix lights.rad being broken again
5 Days Ago
Update "AI node graph is out of date" warning to include version number Move "Soundscape: " message to soundscape_debug 1 Clean up g_SBoxObjects when entities get deleted Also fixed Player:GetCount not updating after rejoin on entity delete (undo) Merge Pull Requests * Fixed SWEP info tooltip overlap during fade out (Community Contribution) * lights.rad: episodic additions Enhancement (Community Contribution) Disable sv_parallel_sendsnapshot by default Apparently still causes random issues that need solving first. Fixed crash when using `-hijack` Fix some compile warnings Merge Pull Requests * Localize old spawnmenu categories for addon added entities * Disable mouse3/4/5 input on DAdjustableModelPanel Update dedicated server UI Added workshop collection entry box, gamemode selection and remove mandatory RCON password Replace Steam icon in SRCDS UI with gmod one Disable SRCDS UI loading some animation images that dont exist the pane ls always hidden anyway Manually copy over t_leet.vtf because GIT is being an ass
5 Days Ago
Merge Pull Requests * Localize old spawnmenu categories for addon added entities * Disable mouse3/4/5 input on DAdjustableModelPanel Update dedicated server UI Added workshop collection entry box, gamemode selection and remove mandatory RCON password Replace Steam icon in SRCDS UI with gmod one Disable SRCDS UI loading some animation images that dont exist the pane ls always hidden anyway
6 Days Ago
Update "AI node graph is out of date" warning to include version number Move "Soundscape: " message to soundscape_debug 1 Clean up g_SBoxObjects when entities get deleted Also fixed Player:GetCount not updating after rejoin on entity delete (undo) Merge Pull Requests * Fixed SWEP info tooltip overlap during fade out (Community Contribution) * lights.rad: episodic additions Enhancement (Community Contribution) Disable sv_parallel_sendsnapshot by default Apparently still causes random issues that need solving first. Fixed crash when using `-hijack` Fix some compile warnings Fixed CS:S Leet playermodel coloring area overlapping the belt
9 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
9 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
10 Days Ago
Cleanups / warning fixes Removes hud_centerid and hud_showtargetid which were unused. Added Counter-Strike: Source content to Garry's Mod Separate VPK with models, sounds and materials/textures that is mounted if CS:S is not manually mounted. The version shipped with GMod does not have any music or voice over, duplicate content or any of the maps. Adding Half-Life 2 Episodic content as fallbacks Again, no voice over or music, but models, materials and sound shipped. Remove sw.vtx from CSS vpk Enable Episodic spawnmenu content (NPCs/Vehicle/Entity) by default
10 Days Ago
Fixed missing antlion guard step sounds Make RemoveDecalsAt distance a float Added description to sv_sticktoground Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount Properly fix the particle related crash, and fix regression
10 Days Ago
Properly fix the particle related crash, and fix regression
10 Days Ago
Make RemoveDecalsAt distance a float Added description to sv_sticktoground Fixed POSIX compile error Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount
11 Days Ago
cleanups from main Cleanups from main Minor cleanups Fix missing Trails undo message localization Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Remove links to dead valve websites, link to VDC (Hammer & tools) Remove 1 more dead link from Hammer Merge KeyValue leak fixes from TF2 SDK Some of them were already fixed Change description of bot_zombie convar Fixed missing antlion guard step sounds Move VPK to Tools group in Visual Studio
12 Days Ago
Merges from x86-64 More merges from x86-64 Change description of bot_zombie convar Fixed missing antlion guard step sounds
12 Days Ago
Fixed compile error due to branch differences
12 Days Ago
Removing some PS3 specific stuff from tier0 Minor cleanups from main Reduce OBS_MODE_DEATHCAM time from 3 seconds to 1 second Added some sanity checks when loading VTF files and possibly running out of memory. Edit Entity window now shows prettier entity name (Community Contribution) string.ToColor micro-optimization (Community Contribution) More strict shader file whitelist (Requiring to be in `shaders/fxc/`) Delete unused CDispInfo.m_pTags Try to provide some useful info to "hit surface has no samples" warning Fixed operator precedence in a certain validity check Minor cleanups Added more checks for invalid values Increase MAX_NODES to 8192 (from 4096) Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon Apply FCVAR_CHEAT to r_pixelfog
12 Days Ago
Added Counter-Strike: Source content to Garry's Mod Separate VPK with models, sounds and materials/textures that is mounted if CS:S is not manually mounted. The version shipped with GMod does not have any music or voice over, duplicate content or any of the maps. Fix compile issue on posix Move VPK.exe to Tools (internally) Update GameUI.vpc Remove links to dead valve websites, link to VDC (Hammer & tools) VPC Cleanups + build soundsystem.dll/vtex.exe instead of shipping a prebuilt soundsystem is used by Hammer, and is built automatically on x86-64 beta. vtex.exe is also built on that beta Removed duplicated projects from VPC groups, rearranged tool stuff Remove 1 more dead link from Hammer Merge KeyValue leak fixes from TF2 SDK Some of them were already fixed Adding Half-Life 2 Episodic content as fallbacks Again, no voice over or music, but models, materials and sound shipped. Remove sw.vtx from CSS vpk Enable Episodic spawnmenu content (NPCs/Vehicle/Entity) by default
13 Days Ago
Do not build bootil 64 bit on linux/osx
13 Days Ago
Threadtools/tier0 merges from x86-64 Update Windows build scripts again Build bootil 64 bit Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
13 Days Ago
Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Can now build 64bit map compilers Update build scripts for Windows
16 Days Ago
Apply FCVAR_CHEAT to r_pixelfog Minor cleanups Fix missing Trails undo message localization
17 Days Ago
Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon
18 Days Ago
Reduce OBS_MODE_DEATHCAM time from 3 seconds to 1 second Added some sanity checks when loading VTF files and possibly running out of memory. Edit Entity window now shows prettier entity name (Community Contribution) string.ToColor micro-optimization (Community Contribution) More strict shader file whitelist (Requiring to be in `shaders/fxc/`) Delete unused CDispInfo.m_pTags Try to provide some useful info to "hit surface has no samples" warning Fixed operator precedence in a certain validity check Minor cleanups Added more checks for invalid values Increase MAX_NODES to 8192 (from 4096)
19 Days Ago
Fixed VRAD Lightmap crash due to static props using out of bounds skins Fixed VRAD always forcing verbose to true Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only) Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
19 Days Ago
Fixed VRAD Lightmap crash due to static props using out of bounds skins Fixed VRAD always forcing verbose to true Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only) Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
23 Days Ago
Fix legacy hooks for entity iterators feeding entities to the callback Minor cleanups in gl_util.cpp Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
23 Days Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
23 Days Ago
Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
24 Days Ago
Fixed crash issues with VPC.exe on windows Carefully updating win32 side of VPC scripts Update windows built scripts a bit Minor cleanups in gl_util.cpp VPC Cleanups
24 Days Ago
Minor VPC cleanups More VPC Cleanups
24 Days Ago
Trying VPC merges again
24 Days Ago
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24 Days Ago
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24 Days Ago
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24 Days Ago
Unify how libraries are imported (VPC merges from x86-64)
25 Days Ago
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25 Days Ago
More VPC merges from x86-64
25 Days Ago
Fixing more VPC script issues for Linux Can almost build 64bit vrad Fix legacy hooks for entity iterators feeding entities to the callback
25 Days Ago
VPC script updates/fixes Fixing Linux VPC scripts
25 Days Ago
Fix GitHub Desktop's fuckup yet again (lights.rad)
25 Days Ago
Minor cleanups from main Draw console notify text above all other panels Remove leftover debug print Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
25 Days Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Can now build tier0, tier1, vstdlib and some others for x86-64 Build VPK.exe like x86-64 already does Delete replay.dll/replay.so which are unused Update Build-Game.bat Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
27 Days Ago
Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
30 Days Ago
Remove leftover debug print
30 Days Ago
Cleanups from x86-64 Remove probably unused linux libraries related to Steam Cleaning up VPC build scripts Draw console notify text above all other panels
30 Days Ago
Cleanups from main Cleaning up VPC build scripts