1,589 Commits over 1,127 Days - 0.06cph!
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* Node Graph out of Date.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)
Remove deleted file from VPC script
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
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
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)
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
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
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
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
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"
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"
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
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
Fixed StudioMDL crashes due to $maxverts
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)
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()
Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
Fixed server crashes to do with Gonarch NPC
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
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/")
64bit compile fixes
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/")
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
Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
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()
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)
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
Added NPC:SetForceCrouch
Allows force crouching Citizens and combine soldiers.
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
Limit static prop counts to save values for now
Fixed regression in gmod_camera
Undo vphysics changes
Limit static prop counts to save values for now
Fixed regression in gmod_camera
Update VPhysics
Changes IPhysicsObject interface - Added `virtual float GetBuoyancyRatio( void ) const = 0;` at the end.
Adds PhysObj:GetBuoyancyRatio Lua function
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
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.
Update version.rc as well
I forgot to press CTRL+S
Update version.rc to fill more standard meta data
Map compiler meta data
Make prop water level changes actually work, and apply on clientside too
Sign EXEs
Internal improvements
Fixed handle leak for gmod.exe (x86-64 exclusive .exe, that selects 64bit or 32bit appropriately)
Added version info to gmod.exe (the launcher thing)
Added version info to DLLs
Do not use `_xp` build tools at all
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
Dynamically calculate max autocomplete items based on available space
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.
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...
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
Maybe fixed the build errors
Update version.rc as well
I forgot to press CTRL+S
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
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.
▄▌▋ ▄▊ ▍▉▍ █▅▌▊▍ ▆▄▉ ▅▆▊▊▅▆
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
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.
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
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
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
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
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.
Disable clientside ShawTeam & others
We tried, it won't work.
Disable clientside ShawTeam & others
We tried, it won't work.
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.
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?
Fix off by one issue with particle sheet loading checks
Prevent crashes due to netgraph
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.
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.
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?
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.
Unhide CSS/Ep1/Ep2 spawnlists by default
Improvements to multiplayer player getters
* FindEntityProcedural `!pvsplayer` multiplayer support improvement
* UTIL_GetLocalPlayer micro optimizations
* UTIL_FindClientInPVS now tries to get the closest client
Bump version number in DLLs/EXEs
Change "exe version" to "network version" for version concmd
Multiple improvements to error handling of particle sheet loading
Change "exe version" to "network version" for version concmd
Multiple improvements to error handling of particle sheet loading
Unhide CSS/Ep1/Ep2 spawnlists by default
Bump version number in DLLs/EXEs
Bump version number in DLLs/EXEs
Unhide CSS/Ep1/Ep2 spawnlists by default
Improvements to multiplayer player getters
* FindEntityProcedural `!pvsplayer` multiplayer support improvement
* UTIL_GetLocalPlayer micro optimizations
* UTIL_FindClientInPVS now tries to get the closest client
Fix srcds regressive crash to do with SnapshotManager changes from csgo