1,589 Commits over 1,127 Days - 0.06cph!
Fix srcds regressive crash to do with SnapshotManager changes from csgo
Fix srcds regressive crash to do with SnapshotManager changes from csgo
Merge Decals & Metrocop texture changes/fixes
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Merge the compile error fix from x86-64
Fix branch specific compile error on Linux/MacOS (Hopefully)
Enable Jalopy idle_running animation without hl2_episodic convar
This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Minor cleanup
Prevent certain code making shotguns emit a damage event for each pellet
The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
Update FGD - light properties descriptions
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Fixed weird white spots on Metrocop playermodel gloves
Updated/Fixed decal textures & materials from main
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Fixed weird white spots on Metrocop playermodel gloves
Mount CSS/Episodic VPKs in tools
Update FGD - light properties descriptions
Merge Hammer .tga spew names from x86-64
albedo.tga -> hammer_rt_albedo.tga
More decal fixes
Beersplash. blood and alienflesh decals
Fix Impact.Sand not working correctly when applied to models
Clamp T/S on model decal textures that we override
This fixes decals repeating a million times on some models, going outside of their bounds.
Try to mitigate glass impact having green tint on models when stacked
Fixed the rest of decals from Paint tool not working, or working poorly
Enable Jalopy idle_running animation without hl2_episodic convar
This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Minor cleanup
Prevent certain code making shotguns emit a damage event for each pellet
The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
Fixed `version` not having proper branch value
Deletes IGet->BuildName
Apply multicore support for modifying meshes
A bit hacky fix for linux file modified time being wrong due to recent changes
Fixed `version` not having proper branch value
Deletes IGet->BuildName
Apply multicore support for modifying meshes
A bit hacky fix for linux file modified time being wrong due to recent changes
Fixed `version` not having proper branch value
Deletes IGet->BuildName
Apply multicore support for modifying meshes
A bit hacky fix for linux file modified time being wrong due to recent changes
Update some base materials with correct surfaceprops
Mostly affects HL2 coast maps, so footsteps/impact effects are correct
Episode 2 material surfprop fixes
Fixed a crash when reloading textures
CSS map material surface prop fixes
Improve how death is handled when NPC is killed by a harpoon
Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc)
Added LuaMesh.__tostring
Throw a non halting error when GetRenderMesh has a mesh. but not a mat
Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
Fixed "timeout" not working in HTTP, clamp it to 1-3600
Merge Pull Requests
* Added HexToColor, Color:ToHex() (Community Contribution)
* Added CtrlNumPad:GetValue1/GetValue2(Community Contribution)
Fixed "timeout" not working in HTTP, clamp it to 1-3600
Merge Pull Requests
* Added HexToColor, Color:ToHex() (Community Contribution)
* Added CtrlNumPad:GetValue1/GetValue2(Community Contribution)
Update some base materials with correct surfaceprops
Mostly affects HL2 coast maps, so footsteps/impact effects are correct
Episode 2 material surfprop fixes
Fixed a crash when reloading textures
CSS map material surface prop fixes
Improve how death is handled when NPC is killed by a harpoon
Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc)
Added LuaMesh.__tostring
Throw a non halting error when GetRenderMesh has a mesh. but not a mat
Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
Fixed gmad/gmpublish looking for steamapi in wrong dirs
Removing apparent leftovers of novint stuff in inputsystem
More projects build for win64
Moving internal steamapi lib locations on windows to match x86-64
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
Fix compile error
Update filesystem_init.cpp
Fixed a crash with CLuaInterface::IsType
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
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)
Can build 64bit studiomdl
64bit merges
studiorender 64bit merges
Minor cleanup
Fix lights.rad being broken again
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
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
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
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
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
Cleanups / warning fixes
Removes hud_centerid and hud_showtargetid which were unused.
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
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
Properly fix the particle related crash, and fix regression
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
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
Merges from x86-64
More merges from x86-64
Change description of bot_zombie convar
Fixed missing antlion guard step sounds
Fixed compile error due to branch differences
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
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
Do not build bootil 64 bit on linux/osx
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
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