userRubatcancel

5,973 Commits over 3,683 Days - 0.07cph!

56 Days Ago
Episode 1 wake up fix
56 Days Ago
Fixed crashes when certain models are spawning gibs Models from other games that may reference non existent gib types Fixed logic_collision_pair not really working at all when spawned by map Improve kill feed NPC names for map spawned NPCs like rebels Episode 1 intro fixes
57 Days Ago
Fixed crashes when point_template is used improperly Delete duplicate build scripts that don't really work too well Expose steamworks.GetList/FileInfo to serverside Kleiner model with merged animations Vortigaunt models with merged animations Include Episode 2 floor turret models for its skins & gibs Enable Episodic behaviors for vortigaunts
58 Days Ago
Make PhysObj:GetFrictionSnapshot start at index 1 again
58 Days Ago
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58 Days Ago
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58 Days Ago
Lets try exposing sound duration stuff to linux srcds
58 Days Ago
Fixed Entity:FollowBone not working with boneID 0. Fixed SoundDuration returning wrong values for MP3 files It was a sneaky bug in the MP3 parser It's still an approximation, but it is very close now. (+/- 0.1s) Also make it skip ID3v2 data Fixed .wav SoundDuration being off by number of channels on srcds Let's try not disabling SV_GetSoundDuration on srcds
59 Days Ago
Move certain "hexed" models to fallbacks VPK Fixed env_zoom not working sometimes, and not undoing itself on removal Include modified Alyx models that include animations from episodes Get rid of "env_sprite is rendering non sprite material" warning It's too spammy Entity:Set/GetPoseParameter now can accept numbers instead of strings Entity:GetPoseParameterRange can now accept string instead of a number
2 Months Ago
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2 Months Ago
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2 Months Ago
Bump MAX_LOGGING_MESSAGE_LENGTH to 4096, matching main Fixed warnings on changelevels on 64bit builds
2 Months Ago
env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled Fix clicking a TextEntry sometimes setting invalid caret pos
2 Months Ago
Display an error in console when addon file list has failed to be read completely Removing dead/redundant code from SENTs
2 Months Ago
sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods. EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID)
2 Months Ago
Merge clientside and serverside physobj scaling code Update button spawnicons to face the camera mat_viewportscale tiny value Problem Remove unintended label from HL2 spawnlist Fixed stray "Other2" category name fallback in spawnmenu Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed ) This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow Speed values of 0 or below mean do not allow movement. Added RegisterMetaTable( name, table ) "anim" type SENTs move physics objects clientside for you Hopefully this will not cause any issues surface.PlaySound can accept soundscript names clientside This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all.
2 Months Ago
Fixed crashes due to recent changes to gib system Let's try this again: unload unreferenced materials in more places This is aimed at making sure content from maps is unloaded before content from another map is loaded
2 Months Ago
New spawnlists Minor cleanups Filling in usage information for SWEPs/SENTs New Lamp Tool models Fixed DMenuOptionCVar resetting from cvar too early in certain use cases Fixes garrysmod/pull/2084 Added DSlider:ResetToDefault DColorCube/DColorMixer default color stuff Cookie support for DNumSlider & DCheckBox(Label) Will be used for Spawnicon Editor internally Remove Episode 2 exclusive soundscapes from gm_construct Fixed game-generated spawnlists using appID over game folder name concommand AutoComplete "arguments" argument Move "Delete X items" lower for spawnmenu multi-select right click menu This is more consistent with single select right click menus Added DAdjustableModelPanel:Set/GetMovementScale New features for Spawnicon Editor Move speed customization, FOV precise control, camera position copy/paste, quick rotate model +/- 45deg, Fixed selecting text in spawnicon editor only working on second try, forced LOD to highest Spawnmenu SWEP/SENT usage information on tooltip
2 Months Ago
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
2 Months Ago
Fix detail.vbsp being broken by git merge
2 Months Ago
Rearrange the 2 default spawnlists to have props more logically grouped Do not try to render and save icons for models without meshes This mostly applies to character animation files. They will appear as "ERROR" models. Fixed auto generated spawnlists from mountable games disapparing on reload They were incorrectly having AppID and not the "folder" set as "needs app". Moved "Delete multiple" items in spawnmenu right to the bottom This is consistent with normal spawnicon right click item order. Fixed selecting text in spawnicon editor only working on second try Lost coast spawnicons & spawnlist Fixed crashes when deleting nav ladders Added some existing models to the Lamp Tool Added "content_descriptors" to steamworks.FileInfo result It is a table of possible values: "general_mature", "gore", "suggestive", "nudity", "adult_only", Rework Portal Rocket Turret targeting to make the SetTarget input work Do not prevent C_BaseAnimating entities from rendering if sequence = -1 Change Matrix memory management to match Vector/Angle This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks. Hammer: Fixed "Point At" writing to "angles" instead of the selected KV Do not run animations on prop_prisoner_pod if its empty Apparently it has "high network usage". Do not fully disable the crosshair if player is dead This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default) Fixed a memory leak with serverlist.Query More updated spawnicons New spawnicon editor options Move speed customization, FOV precise control, camera position copy/paste SetCookieName support for DNumSlider, DCheckbox(Label) Added DAdjustableModelPanel:Get/SetMovementScale Spawnicons for HL2 models shipped with the game Fix citadel pods not advancing their animation force spawnlist file names to lower case Remaining spawnicons for HL2 props shipped with the game HL2:Episode 1 spawnicons FIxed Spawnicon Editor move speed not loading on open EP2 Spawnicons Updated spawnlists to include All HL2 base props shipped with the game This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
2 Months Ago
Added sv_npc_full_pvs_checks (Default to 1) Change "Filter" label on console to better represent what it does Make sure CL Lua entities are initialized before processing net messages Fixed a crash due to recent changes when net messages sent to client too early Rework player name retrieval for player disconnection chat message Fixes the message sometimes not appearing, due to the player object being gone too soon. Fix NPCs being sometimes blind due to recent changes Fixed a crash with Hammer Model Viewer and bad models Middle mouse click for DColorCube/Mixer to reset to convar defaults Adds DColorCube.Get/SetDefaultColor Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider) Increase the limit of ManipulateBoneScale to 512 (from 32) Display SENT/SWEP usage info in spawnmenu tooltip https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png Fix the fix that fixes a fix relating to net messages and Lua ents clientside Minor cleanups Use ints, not shorts for leafs in map compile tools I think this affects VRAD only, fixes warnings/issues on some complex maps.
2 Months Ago
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2 Months Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID Added host_workshop_autoupdate (defaults to 1) Set to 0 to disable dedicated server workshop auto updates. Ignore \n and \t in player names Remove white background from server browser filters/sort Strip certain unicode character groups from server & gamemode names It's mostly the obnoxious blocks Fixed env_blood color setting, and add new ones Also adjusted its FGD to unhide hidden settings and add the new blood colors More logical defaults for func_button in the fgd Fixed UTIL_BloodStream missing texture and blood color Fixed up missing materials of some of the detail.vbsp models Added missing textures for pefttest/grass_tuft models Default cl_detail_allow_vertex_lighting to 1 Added grass_swamp_001a/b models used in detail.vbsp Update detail.vbsp garrysmod-requests/issues/2351 Merged Pull Request TTT: Optimize ragdoll search network traffic + fix disconnected player networking Added sv_log_client_errors (defaults to 1) Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console. Fixed FSD-overrun-toy physics mesh & Reduced its size Limit certain old addon whitelist entries to old addons only Added "resource/overviews/*.txt" to BSP whitelist Fixed merge failure
2 Months Ago
Gibs inherit model scale of scaled props Change clientside physobj scale to trigger from Activate() Fixed scaled props scaling collision bounds twice Added CLuaInterface::RegisterMetaTable
2 Months Ago
Use a different place to set fallbacks for VolumeClouds shader Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
2 Months Ago
Remove file.AsyncRead from menu state entirely, since its broken anyway Added new shader parameters to `Core` shader $ENTITYORIGIN $DIAMETER (They are case insensitive) Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader forgot this file for asyncread concommand autocomplete tokenized arguments argument Port hack for Portal 2 .wavs that are actually .mp3s Remove Episode 2 exclusive soundscapes from gm_construct
2 Months Ago
Restore angle alignment stuff for +use pickup Print games that are mounted to console (like folder addons) with developer 1 Traces now have "whitelist" input property This will turn the table filter into a whitelist, rather than ignore list. This will NOT affect function() filters Added "hitclientonly" option to trace functions clientside Fixed Static/Dynamic/Physics not being correctly displayed in Hammer due to recent changes Added new data to util.GetModelInfo MeshCount, BoneCount, Flags, StaticProp (specific flag)
2 Months Ago
GMad.exe: On windows, pause on error when using drag'n'drop Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance Restore HL2 use sounds with `gmod_suit 1` Added ability for traces to use a table of class names as filter They can be mixed and matched with entities as well.
2 Months Ago
Added Entity:GetBoneFollowers, new argument to Entity:CreateBoneFollowers Entity:CreateBoneFollowers( table of bone names ) Throw errors when ColorToHSL/ColorToHSV/physenv.SetPerformanceSettings gets not a table Bone follower support for AI and Nextbot SENTs Added Entity:Dissolve( type = 0, magn = 0, orign = EntOrigin ) Added a 3rd argument for PathFollower:Chase - cost function Added NPC:Set/GetStepHeight
2 Months Ago
Can build vphysics now No 64bit builds though, not shipping actual builds Added optional argument to NPC:StopMoving - immediate (defaults to true) Create Build-GameProjectsPhysics.bat Prevent invalid input to render.DrawWireframeSphere Fixed a long freeze on disconnect from maps with huge nav meshes
3 Months Ago
Remaining spawnicons for HL2 props shipped with the game HL2:Episode 1 spawnicons FIxed Spawnicon Editor move speed not loading on open EP2 Spawnicons Updated spawnlists to include All HL2 base props shipped with the game This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
3 Months Ago
More updated spawnicons New spawnicon editor options Move speed customization, FOV precise control, camera position copy/paste SetCookieName support for DNumSlider, DCheckbox(Label) Added DAdjustableModelPanel:Get/SetMovementScale Spawnicons for HL2 models shipped with the game Fix citadel pods not advancing their animation force spawnlist file names to lower case
3 Months Ago
Change Matrix memory management to match Vector/Angle This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks. Hammer: Fixed "Point At" writing to "angles" instead of the selected KV Do not run animations on prop_prisoner_pod if its empty Apparently it has "high network usage". Do not fully disable the crosshair if player is dead This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default) Fixed a memory leak with serverlist.Query
3 Months Ago
Added "content_descriptors" to steamworks.FileInfo result It is a table of possible values: "general_mature", "gore", "suggestive", "nudity", "adult_only", Rework Portal Rocket Turret targeting to make the SetTarget input work Do not prevent C_BaseAnimating entities from rendering if sequence = -1
3 Months Ago
Fixed crashes when deleting nav ladders Added some existing models to the Lamp Tool
3 Months Ago
Fix the fix that fixes a fix relating to net messages and Lua ents clientside Minor cleanups Use ints, not shorts for leafs in map compile tools I think this affects VRAD only, fixes warnings/issues on some complex maps. Rearrange the 2 default spawnlists to have props more logically grouped Do not try to render and save icons for models without meshes This mostly applies to character animation files. They will appear as "ERROR" models. Fixed auto generated spawnlists from mountable games disapparing on reload They were incorrectly having AppID and not the "folder" set as "needs app". Moved "Delete multiple" items in spawnmenu right to the bottom This is consistent with normal spawnicon right click item order. Fixed selecting text in spawnicon editor only working on second try Lost coast spawnicons & spawnlist
3 Months Ago
Fixed a crash with Hammer Model Viewer and bad models Middle mouse click for DColorCube/Mixer to reset to convar defaults Adds DColorCube.Get/SetDefaultColor Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider) Increase the limit of ManipulateBoneScale to 512 (from 32) Display SENT/SWEP usage info in spawnmenu tooltip https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
3 Months Ago
Fixed a crash due to recent changes when net messages sent to client too early Rework player name retrieval for player disconnection chat message Fixes the message sometimes not appearing, due to the player object being gone too soon. Fix NPCs being sometimes blind due to recent changes
3 Months Ago
Fixed FSD-overrun-toy physics mesh & Reduced its size Limit certain old addon whitelist entries to old addons only Added "resource/overviews/*.txt" to BSP whitelist Added sv_npc_full_pvs_checks (Default to 1) Change "Filter" label on console to better represent what it does Make sure CL Lua entities are initialized before processing net messages
3 Months Ago
Fixed FSD-overrun-toy physics mesh & Reduced its size WIP net channel processing time limits
3 Months Ago
Added missing textures for pefttest/grass_tuft models Default cl_detail_allow_vertex_lighting to 1 Added grass_swamp_001a/b models used in detail.vbsp Update detail.vbsp garrysmod-requests/issues/2351 Merged Pull Request TTT: Optimize ragdoll search network traffic + fix disconnected player networking Added sv_log_client_errors (defaults to 1) Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
3 Months Ago
Update detail.vbsp garrysmod-requests/issues/2351 Server browser style changes Remove weird symbols from server/gamemode names
3 Months Ago
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3 Months Ago
Fixed env_blood color setting, and add new ones Also adjusted its FGD to unhide hidden settings and add the new blood colors More logical defaults for func_button in the fgd Fixed UTIL_BloodStream missing texture and blood color Fixed a crash with multicore rendering and logging Fixed up missing materials of some of the detail.vbsp models
3 Months Ago
Added host_workshop_autoupdate (defaults to 1) Set to 0 to disable dedicated server workshop auto updates. Ignore \n and \t in player names Remove white background from server browser filters/sort Strip certain unicode character groups from server & gamemode names It's mostly the obnoxious blocks
3 Months Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID
3 Months Ago
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed " In hammer Merged Pull Requests * Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter() * TTT: Replace deprecated GetConVarNumber/GetConVarString usage * Optimized skypaint matproxy
3 Months Ago
Fixed color modify defaults not resetting "invert color" setting Replace some usages of debug.getregistry()
3 Months Ago
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed " In hammer Merged Pull Requests * Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter() * TTT: Replace deprecated GetConVarNumber/GetConVarString usage * Optimized skypaint matproxy