userRubatcancel

6,189 Commits over 3,836 Days - 0.07cph!

6 Months Ago
Make SWEP:Think not run before NextAttack in singleplayer This mimics SWEP:Think's behavior in multiplayer. Call TOOL:Holster and Deploy when switching tools clientside This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared. Added 2nd return value to GM:CanArmDupe hook (Community Contribution) Fix util.StringToType "int" erroring with invalid inputs
6 Months Ago
Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD
6 Months Ago
Added COLOR:Lerp "boolean" and "number" support for util.StringToType Improve map NPC name detection further Fixed Alyx's breathing breaking her other voice lines Update surfaceproperties.txt DNumSlider:SetEnabled affects the label as well Fixed DNumSlider default value resetting not working correctly Added string.NiceName Half-Life 2 map categories are done by map names directly Fulfills garrysmod/pull/2091 DLabel text color behavior changes * SetHighlight always overrides SetDark and SetBright * SetBright and SetDark disable each other * Different color for disabled labels Do not replicate certain Sandbox convars Block "Miscellaneous Symbols and Arrows" unicode block in server browser sent_ball Hammer support New env_blood options Improve documentation of "Cast entity shadows" option in Hammer More logical func_button defaults Bump "mat_hdr_level" problem severity Fixed DForm description in code Finger poser updates correctly on entity loss Faceposer flex groups https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Use string.NiceName where appropriate
6 Months Ago
HL2 map categories are done by name garrysmod/pull/2091 Improve map NPC name detection further util.StringToType supports "boolean" and "number" types Added player_manager.GetPlayerClassTable (Community Contribution)
6 Months Ago
Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is
6 Months Ago
point_viewcontrol only gives invincibility if it freezes the player Fixed water for leaking to the world due to resetting clipping on disconnect garrysmod-issues/issues/5925
6 Months Ago
Fix player angles serverside while in vehicle not matching client Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
6 Months Ago
Try to fix GitHub screwing us over
6 Months Ago
Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Remove gmod_xp.exe from the build process It's time to bury it Fix? flex bone drivers in-game Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE Added a new option to HLMV Flex tab for $boneflexdriver preview It will move Flex sliders live as the animation plays
6 Months Ago
Fix compile error
6 Months Ago
Remove PhysObj.MakeShadow Entity:MakePhysicsObjectAShadow exists Fix ContentHeader colors Disable -textmode
6 Months Ago
Hopefully fix compile error
6 Months Ago
Gamemode cvars: Added "replicate" field If set to 0, removes REPLICATED flag from gamemode cvars Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work. Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this. Fix game_text crashes fix compile error Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
6 Months Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating. Bump severity of mat_hdr_level problem (HDR being disabled) debug_dump: Separate Lua and non-Lua cvars Block voice_overdrivefadetime Add light pos to some vrad warnings * light has _fifty_percent_distance of X but _zero_percent_distance of Y * can't solve quadratic for light X Y Fixed crashes relating to Entity.FollowBone Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255) Add more info to "gamemode is not a table" error Rework how movement is disabled when player is dead with movetype_walk Block all .log files Destroy font texture IDs on frame start, not during rendering Block file access to ChromiumCache, whatever that is Fixed a crash when an NPC sees more than 255 enemies
6 Months Ago
Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
6 Months Ago
fix compile error
6 Months Ago
Fix game_text crashes
6 Months Ago
Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this.
6 Months Ago
Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect
6 Months Ago
Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
6 Months Ago
Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work.
6 Months Ago
Block file access to ChromiumCache, whatever that is Fixed a crash when an NPC sees more than 255 enemies Gamemode cvars: Added "replicate" field If set to 0, removes REPLICATED flag from gamemode cvars Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
6 Months Ago
Block all .log files Destroy font texture IDs on frame start, not during rendering
6 Months Ago
Bump severity of mat_hdr_level problem (HDR being disabled) debug_dump: Separate Lua and non-Lua cvars Block voice_overdrivefadetime Add light pos to some vrad warnings * light has _fifty_percent_distance of X but _zero_percent_distance of Y * can't solve quadratic for light X Y Fixed crashes relating to Entity.FollowBone Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255) Add more info to "gamemode is not a table" error Rework how movement is disabled when player is dead with movetype_walk
7 Months Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
7 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player Merge scripts/talker/* with episodes Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode Let's try adding a Discord webhook on build finish Move notification step to deploy job, propagate to other branches as well Gravity Gun doesn't delete Physics Objects it didn't create Give debug name to physics objects created via Lua & models scaling For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale Fixed NPCs spawning sprites sometimes causing artificial refs on the material Hammer support for sent_ball To serve as another example of Lua entity in Hammer
7 Months Ago
Move notification step to deploy job, propagate to other branches as well Gravity Gun doesn't delete Physics Objects it didn't create Give debug name to physics objects created via Lua & models scaling For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale Fixed NPCs spawning sprites sometimes causing artificial refs on the material Hammer support for sent_ball To serve as another example of Lua entity in Hammer
7 Months Ago
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode Let's try adding a Discord webhook on build finish
7 Months Ago
Updated talker scripts Lowercase talker files Update 016-half-life 2.txt mat_viewportscale problem FIxed "Other2" category fallback Changed how NPC names are generated in killfeed The changes are more for map spawned NPCs to take spawnmenu names, such as Antlion Workers, since they share classname with normal Antlions
7 Months Ago
Merge scripts/talker/* with episodes
7 Months Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player
7 Months Ago
Apply the fix for NPC death animation blending garrysmod-issues/issues/5891 Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
7 Months Ago
Fix potential division by 0 when parsing MP3 files Fix potential division by 0 when parsing MP3 files Actually apply the fix for division by 0 :pensive: Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now Use network origin/angles for clientside physics objects Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models. Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes.
7 Months Ago
Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
7 Months Ago
Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
7 Months Ago
Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes. Apply the fix for NPC death animation blending garrysmod-issues/issues/5891
7 Months Ago
Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models.
7 Months Ago
Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players
7 Months Ago
Use network origin/angles for clientside physics objects
7 Months Ago
Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now
7 Months Ago
Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info
7 Months Ago
Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash
7 Months Ago
Actually apply the fix for division by 0 :pensive:
7 Months Ago
Fix potential division by 0 when parsing MP3 files
7 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
7 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
7 Months Ago
Fixed RegisterMetaTable still creating a new table Try to encourage models to be unloaded on disconnect Minor cleanups Block path concommand Fixed unmounting GMAs leaving behind empty folders internally Fixed whereis sometimes not finding the culprit workshop addon
7 Months Ago
Fixed whereis sometimes not finding the culprit workshop addon Fixed unmounting GMAs leaving behind empty folders internally Block path concommand Minor cleanups Try to encourage models to be unloaded on disconnect Fixed RegisterMetaTable still creating a new table
7 Months Ago
Fix my fuckup
7 Months Ago
Fix my fuckup