userRubatcancel

5,834 Commits over 3,592 Days - 0.07cph!

5 Months Ago
▌█▉ █▉▋ ▉▋▊▍▉▋ ▊ ▋▉█'▇ ▇▍█ ▆▉ ▊█▋▇█ ▌▉▍█▄▄▊▆▅▆▉▉ ▊▉▇▅▆▊█▊▉ ▄▇▉▊▍ ▄▆▇▌▄▊▅ ▇▊▆ ▊▉█ ▊▄▉. █▆▌▋ ▆▍▍ ▇▇▋▆▋▌▌▅ ▇▋ ▅ .▄▇▍ ▇▅▌█ ▇▍▄█ "▋▅▌▊▄▉'▅▋ ▍▋▄▇ ▍ █▆▇█▉▌▄ ▇▋▇ ▉▊▉▅'▄".
5 Months Ago
Minor code adjustment Allow poster rendering during render.RenderView
5 Months Ago
Make Sky Editor inherit values of existing sky on spawn Minor code adjustments Fix conflicting addon problem stacking file paths
5 Months Ago
Prevent empty gun sounds when trying to secondary fire certain weapons underwater Init vectors when GetSequenceLinearMotion fails Fix env_skypaint flickering when not given a valid sun normal Do not allow HL2 helicopter to be dissolved by AR2 altfire Fixed func_instance's overriding base map revision Fixes for default ammo hud interactions with SWEP:CustomAmmoDisplay
5 Months Ago
Restore how CreateParticleSystem handled optional arguments sigh Placeholder portal 2 entities to fill gaps on maps glualint menu code Merged Pull Requests * Allow omitting slot parameter to NetworkVar * Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props
5 Months Ago
Actually include the functional part of SolidEnergy shader (DX9 only)
5 Months Ago
Added SolidEnergy shader from CS:GO Enables certain things to draw correctly from Portal 2 and Black Mesa Actually include the functional part of SolidEnergy shader (DX9 only)
5 Months Ago
Disable HL2's sneak attack code for non hostile NPCs Also disable sneak attacks when ignore players is set, or ai is disabled Make duplicator actually spawn the correct NPC It was spawning them by entity class, luckily all of the base ones are present in the "NPC" list, now it spawns them by their actual original name in the "NPC" list. Make it easier to select addons in the Addons list (Pull Request) Reduce Panel:DrawTextEntryText type checking Causes issues with existing addons Add custom icons for tree nodes in spawnmenu categories (Pull Req) Added GM:CanCreateUndo hook (Pull Request) Added new CRecipientFilter functions CRecipientFilter.AddPlayers( table or filter ) CRecipientFilter.RemovePlayers( table or filter ) CRecipientFilter.RemoveMismatchedPlayers( table or filter ) Add "Bone" field for Entity:GetAttachment Add optional argument to Loco:Jump - activity Unhide r_portalscloseall Added Vector:Distance2D[Sqr](Vec) Entity:SetIK is now shared (was clientside only) Added GM:HandlePlayerArmorReduction( ply, dmginfo ) This change moves the armor reduction system to Lua (base gamemode), allowing full control over it. Fix OOB crashes with Entity.GetAttachment Fix SteamID placeholder calculation for clients with no SteamID Make CreateConVar type errors non halting experimental: dont break mods Fixed crashes due to CSoundPatch Add g_ragdoll_maxcount to server settings in spawnmenu Minor code adjustments RT_DEPTH_ONLY > RT_DEPTH_NONE for projected textures Minor changes from upstream Added missing TF2 map icons Fallback shaders only if they don't exist Change default value of mat_depthbias_shadowmap to 0.001 Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want. Delete crashhandler.dll/so I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically TextEntry improvements * Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset * Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text Main menu workshop changes Allowed to favorite addons through menu UI Favorite and Vote Up/Down are now better synched with real values Favorite categories are not cached Merged Pull Requests * Fixed an infinite loop with string.Comma * Fixed server browser showing lowercase gamemode names for empty categories Mention nav_quicksave 2 in its description Merged Pull Requests Added math.Factorial Added language string for g_ragdoll_maxcount Fix citizens healing players with ai_ignoreplayers 1 func_door looping sound fixes Bump ents.FindInCone/Box return limit to match FindAlongRay (1024) Added lua_refresh_file <path> Bump ents library limits to MAX_EDICTS Enable episodic behaviors for npc_citizen Improve autorefresh handling for lua_openscript scripts If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules. Added ENTITY:TranslateActivity( act ) for `ai` type entities Do not handle spawnicons and posters during render.RenderView Added GM:PostEntityFireBullets( ent, info ) This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called. Altered how missing members of GM:EntityFireBullets return table work They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical Minor code adjustments Entity.SetPreventTransmit can now accept a table of players or a filter Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw Added NPC.SetIgnoreConditions/RemoveIgnoreConditions Turn Lua effect creation warnings to non halting Lua errors Fixed NPC:SetSquad not working when the NPC has no squad Added IGModAudioChannel:GetBufferedTime() Fixed addon file conflict problem duplicating file paths on remount Merge Pull Request - return true for EntityFireBullets in base gamemode This allows multiple hooks to modify the bullet structure Don't play ammo pickup sounds for NPCs Panel:GetText/Value now returns text of RichText panels
5 Months Ago
Panel:GetText/Value now returns text of RichText panels
5 Months Ago
▌▄▍▄ ▍▆▇ ▅▅█ ▌█▊▊▊▊, ▆▇▄ ▊▅▇ ▄▋▉ ▅▉▄▄▌▋ ▋▆▊ ▉▌▌▍ ▄▉▉▅ ▆▍▌▆▉▇▍▉▅ ▇▆▉▅▉ ▄▅▉▌▋▆▄▇▋▅▅▄▄▋▋ (▆▆▉▅▍▄▄▍▇ ▉▅▄▉ ▋██▋█▄▋) ▊█▆: ▌▆▅▍▆▊▄ █▆▅▋▌▅▋ █▆█ ▄▆▅▇▉▅ █▊▇▋ █▊▍▄ (▄▌▍▊▌▋▅▋▇ ▇▄▍▍ ▌▌▆▋▇▅▊) ! ▋█▆ ▍▇▄▊ ▆▍▍▉▌ ▆▅▊▍ ▅▄
5 Months Ago
Don't play ammo pickup sounds for NPCs
5 Months Ago
Fixed addon file conflict problem duplicating file paths on remount Merge Pull Request - return true for EntityFireBullets in base gamemode This allows multiple hooks to modify the bullet structure
5 Months Ago
Turn Lua effect creation warnings to non halting Lua errors Fixed NPC:SetSquad not working when the NPC has no squad Added IGModAudioChannel:GetBufferedTime()
6 Months Ago
Minor code adjustments Entity.SetPreventTransmit can now accept a table of players or a filter Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw Added NPC.SetIgnoreConditions/RemoveIgnoreConditions
6 Months Ago
Enable episodic behaviors for npc_citizen Improve autorefresh handling for lua_openscript scripts If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules. Added ENTITY:TranslateActivity( act ) for `ai` type entities Do not handle spawnicons and posters during render.RenderView Added GM:PostEntityFireBullets( ent, info ) This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called. Altered how missing members of GM:EntityFireBullets return table work They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
6 Months Ago
Bump ents library limits to MAX_EDICTS
6 Months Ago
Fix citizens healing players with ai_ignoreplayers 1 func_door looping sound fixes Bump ents.FindInCone/Box return limit to match FindAlongRay (1024) Added lua_refresh_file <path>
6 Months Ago
Remove TF2 stuff from 360controller.cfg Changes to Options menu Update .gitignore Armor reduction system Added g_ragdoll_maxcount to spawnmenu This is a common issue among players where the cvar is set to 0 and NPC bodies despawn instantly Main menu workshop related changes Add to Favorites function, and vote up/down sync and display improvements Added dummy FizzlerVortex matproxy Fixes some Portal 2 mats to work out of the box Spawnmenu NPC improvements Save and restore NPC (max) health, make the correct NPC spawn when duplicated Read settings/users.txt from MOD path Fix Sandbox gamemode calling SetBodyGroups with nil Code style clean ups Consistency within touched files
6 Months Ago
Merged Pull Requests * Fixed an infinite loop with string.Comma * Fixed server browser showing lowercase gamemode names for empty categories Mention nav_quicksave 2 in its description Merged Pull Requests Added math.Factorial Added language string for g_ragdoll_maxcount
6 Months Ago
Delete crashhandler.dll/so I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically TextEntry improvements * Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset * Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text Main menu workshop changes Allowed to favorite addons through menu UI Favorite and Vote Up/Down are now better synched with real values Favorite categories are not cached
6 Months Ago
Added missing TF2 map icons Fallback shaders only if they don't exist Added SolidEnergy shader from CS:GO Enables certain things to draw correctly from Portal 2 and Black Mesa Change default value of mat_depthbias_shadowmap to 0.001 Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want.
6 Months Ago
Add g_ragdoll_maxcount to server settings in spawnmenu Minor code adjustments RT_DEPTH_ONLY > RT_DEPTH_NONE for projected textures Minor changes from upstream
6 Months Ago
Fix SteamID placeholder calculation for clients with no SteamID Make CreateConVar type errors non halting experimental: dont break mods Fixed crashes due to CSoundPatch
6 Months Ago
Fix OOB crashes with Entity.GetAttachment
6 Months Ago
Add optional argument to Loco:Jump - activity Unhide r_portalscloseall Added Vector:Distance2D[Sqr](Vec) Entity:SetIK is now shared (was clientside only) Added GM:HandlePlayerArmorReduction( ply, dmginfo ) This change moves the armor reduction system to Lua (base gamemode), allowing full control over it.
6 Months Ago
Make it easier to select addons in the Addons list (Pull Request) Reduce Panel:DrawTextEntryText type checking Causes issues with existing addons Add custom icons for tree nodes in spawnmenu categories (Pull Req) Added GM:CanCreateUndo hook (Pull Request) Added new CRecipientFilter functions CRecipientFilter.AddPlayers( table or filter ) CRecipientFilter.RemovePlayers( table or filter ) CRecipientFilter.RemoveMismatchedPlayers( table or filter ) Add "Bone" field for Entity:GetAttachment
6 Months Ago
Disable HL2's sneak attack code for non hostile NPCs Also disable sneak attacks when ignore players is set, or ai is disabled Make duplicator actually spawn the correct NPC It was spawning them by entity class, luckily all of the base ones are present in the "NPC" list, now it spawns them by their actual original name in the "NPC" list.
6 Months Ago
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6 Months Ago
Save NPC max health, and set max health for NPCs from spawnmenu Added PreRegisterTOOL (Community Pull Request) TTT: Prevent tttbase Lua errors with NPCs (Community Pull Request)
6 Months Ago
Try setting SDL_VIDEO_X11_XRANDR for linux Apparently fixes multimonitor issues on some systems?
6 Months Ago
Make fps_max save, and add an option for it in video settings Save NPC health in duplications Internal code cleanups Removed useless macro, reduced usages of ErrorNoHalt in favor of its "with stack" alternative. ProtectedCall supports varargs just like pcall Update .gitignore Update 360controller.cfg remove tf2 specific stuff MAX_MAP_ENTITIES to 32k Move Multiplayer options tab to front, and rename it to GAME Also moved FOV and Fast Weapon Switch options to it, removed those from their previous places, removed "Advanced" keyboard options which are now obsolete Try bumping MAX_MAP_ENTITIES to 65k For that one map author that refuses to optimize their maps Try bumping engine hunk limit to 256MB
6 Months Ago
Try bumping MAX_MAP_ENTITIES to 65k For that one map author that refuses to optimize their maps Try bumping engine hunk limit to 256MB
6 Months Ago
Update 360controller.cfg remove tf2 specific stuff MAX_MAP_ENTITIES to 32k Move Multiplayer options tab to front, and rename it to GAME Also moved FOV and Fast Weapon Switch options to it, removed those from their previous places, removed "Advanced" keyboard options which are now obsolete
6 Months Ago
Make fps_max save, and add an option for it in video settings Save NPC health in duplications Internal code cleanups Removed useless macro, reduced usages of ErrorNoHalt in favor of its "with stack" alternative. ProtectedCall supports varargs just like pcall Update .gitignore
6 Months Ago
Update from gmod
6 Months Ago
Update module base within gmod itself Remove new methods from ILuaBase
6 Months Ago
Remove new methods from ILuaBase
6 Months Ago
Fix spawnmenu Lua errors when using gm_spawn directly Update module base within gmod itself
6 Months Ago
Update from GMod
6 Months Ago
Fix spawnmenu Lua errors when using gm_spawn directly
6 Months Ago
fix compile error
6 Months Ago
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6 Months Ago
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6 Months Ago
A bit faster optional argument handling Also nicer code internally Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas. OnEntityCreated is now also called for clientside only entities Add .gma to file.Write whitelist Support Vector / Vector Merged pull requests * Clean up DOF_Ents table on DOF_Kill * Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace RecalculateLineBreaks before firing OnTextChanged Fix Panel:GetNumLines not being up to date within that hook. CNavArea:MarkAs(Un)Blocked first argument is now optional Fixed clientside ragdolls creating unnecessary bonemanip entities This is a regression fix Added classnames to "C_BaseEntity::UnlinkFromHierarchy" warning Made NPC:SetUnforgettable 2nd argument default to true And also made it actually work, whoopsie Fix CNavArea.MarkAsDamaging 2nd argument reading from the first Simplify some code Safe guard against invalid vector input to PhysObj functions OnScreenSizeChanged hooks get 2 new params - new sizes Fix airboat attachment name Fix seemingly incorrect calculation of vehicle wheel total height for rear axle Read settings/users.txt from MOD search path Added optional filter option to both EmitSound functions Added new RichText panel methods Added GetLineHeight Added SetLineHeight - values below zero mean no override Added AppendTextWithURLs Added model file types to file.Write whitelist Reduce .gma whitelist for data_static/ folder Only allow txt, dat, json, xml and csv - the other stuff can be stored in models/, materials/, etc. Clean ups Added navmesh.FindInBox
6 Months Ago
█▆▊▋▍▉▊ ▍▉▇▋▌ ▇▊▋▆▋▍ ▍▋▆█▌ ▌▍▊▌ ▆▍ ▌▍▉▅ ▉▍▇▅▌ ██▆▊█▋▌ ▄▌ ▍▌▋▆ ▊▊▇█▄▇ ▋▋▇▊▇ ▍▊▇ ▆▋▋▋█ ▅▌▉_█▉▊▍▅_▍▍▌ ▍█ ▆▊▇▌(▌) ▅▌▍ ▇▄▅▋ ▌▊▋ █▊▇▄▆█'▉ ▇▄▆▋▌▅▆
6 Months Ago
Added optional filter option to both EmitSound functions Added new RichText panel methods Added GetLineHeight Added SetLineHeight - values below zero mean no override Added AppendTextWithURLs Added model file types to file.Write whitelist Reduce .gma whitelist for data_static/ folder Only allow txt, dat, json, xml and csv - the other stuff can be stored in models/, materials/, etc. Clean ups Added navmesh.FindInBox Revert "Delete player.phy" This reverts commit 881ea75ae830dec677c89b3207d95b56f8a223fd.
6 Months Ago
Fix CNavArea.MarkAsDamaging 2nd argument reading from the first Simplify some code Safe guard against invalid vector input to PhysObj functions OnScreenSizeChanged hooks get 2 new params - new sizes Delete player.phy What the hell is this file? Fix airboat attachment name Fix seemingly incorrect calculation of vehicle wheel total height for rear axle Read settings/users.txt from MOD search path
6 Months Ago
CNavArea:MarkAs(Un)Blocked first argument is now optional Fixed clientside ragdolls creating unnecessary bonemanip entities This is a regression fix Added classnames to "C_BaseEntity::UnlinkFromHierarchy" warning Made NPC:SetUnforgettable 2nd argument default to true And also made it actually work, whoopsie
6 Months Ago
Move where gmod_unload_test is defined to appease linux srcds
7 Months Ago
Add .gma to file.Write whitelist Move where gmod_unload_test is defined to appease linux srcds Support Vector / Vector Merged pull requests * Clean up DOF_Ents table on DOF_Kill * Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace RecalculateLineBreaks before firing OnTextChanged Fix Panel:GetNumLines not being up to date within that hook.