branchgarrysmod.main/maincancel
1,169 Commits over 1,369 Days - 0.04cph!
Update fps_max_menu and nofocus logic a bit (and block them from Lua)
Many minor merges from TF2 SDK
* Fixed minor compile warnings, removed unused variables, etc.
More minor changes
Remove usages of FIELD_CLASSPTR
64bit saverestore fixes
Windows SRCDS console changes
* Do not call AllocConsole or SetWindowPos when Windows SRCDS is ran from the console exe
Initialize GCudata::unused2 with 0
Added new optional argument to steamworks.GetList - search string
* Also makes "userID" argument optional. (Can give it nil)
Fixed LZMA decompression size calc on 64bit
Minor changes
Try to scale NPC eye pupils with head/model scale
* Seems to kinda work?
Inflator tool tweaks
* "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely)
* Added replacement material for the effect that supports transparency
* Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating
TTT: Use replicated convars instead of global nwvars (Community PR)
Add another text step in loading when connecting to servers
Mine changes with font code
CR => CRLF line ending for the broken resource files
* Why did it even change by itself? What's going on??
Fix resource files? again? They had UTF16-BOM encoding? somehow?
Build and ship srcds_console.exe (Windows only)
* It is a console app, so it will not spawn a new console window. Does NOT require `-console` launch param, and can just be ran from the .exe directly.
Remove engine_no_focus_sleep, add fps_max_menu, fps_max_nofocus
* Easier to understand "Max FPS" than "sleep time".
Defaults to 60 in menus, 20 no focus (same as 50ms no focus before)
Hopefully fixed "tried to create stringtable twice"
Fixed Hammer crashing on exit with DX8 rendering
Force Hammer to mat_dxlevel 95
math.sign => math.Sign, && => and
Merged Pull Requests
* Added env_detail_controller to FGD
* Micro optimizations for Thruster effects
* Added math.sign
* string.ToColor can now accept inputs without alpha channel
Swap colors in snd_show, add SV/CL prefix
Implement fade time stuff for multiplayer client prop => ragdoll gibs
* Also fixes them not being cleaned up on map cleanup
Pull Req: Minor changes to prop_effect rendering (Community Contr)
Added a safeguard when unable to allocate memory for map lighting
Lets try fixing MacOS doing full rebuilds every time
Fixed Lua state corruption
Minor cleanups + whitespace cleanups
Make loading screen dialog have static height again
* Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen.
Minor cleanups
Fix Linux SRCDS compile error
Disable flashlight offsets for viewmodel when using attachments
Make vcr_verbose blocked and a cheat + Minor cleanups
Fixed potential crashes with stringtables
Fix double "scripted_ents library is not a table." warnings
Fix couple of compile warnings in tools
Fix dual version resource in gmod_launcher
Fix L4D2 navmesh loading
Fixed pointless compile warning
Replace loading dialog .res files with a single file
* No need to have 3 different files that have the same layout, just have the one.
Loading screen progress tweaks
* Show WorkshopDL text in two lines
* Loading screen dialog automatically extends itself to fit 2 lines of text when needed
* Added more loading screen steps to clarity, such as "Loading the map" after WorkshopDL
Add 5th optional argument to Entity:Dissolve - delay
* It's a weird delay though, it still makes some particles until the start time, maybe could be interesting
Placeholder fields in mstudiobbox_t
Added 2 new STUDIO_ enums
* STUDIO_SKIP_FLEXES
* STUDIO_SKIP_DECALS
Generate correct default config for 64bit Hammer
Fix cl_showents crashing on SRCDS
Minor shadercompile.exe files from x86-64
Fixed 3D view selection in 64bit Hammer + minor fixes
More minor Hammer fixes
Even more Hammer and 64bit related fixes and merges
More Hammer Cleanups
* Prevent hammer from writing raytraced preview to .tga files, seems unnecessary?
Minor fixes for 64bit builds
Revert some changes to VPC files from x86-64
* I have done it again. Move some DLLs back to garrysmod/bin/ again.
Reduce verbosity of the new codesign tool
Remove 64bit client launcher from SRCDS package
Minor cleanups
Check for empty strings when getting sound duration
L4D1 .nav files now successfully load
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Another consistency pass for resource files
* Remove the word "Launcher" from launcher file descriptions - I thought task manager would show "Product Name" field, not "File description" field.
* Make all resource files provide a single language ID (was previously US or UK english, sometimes German and Canadian English?)
* Updated tool icon slightly
* Add icons & version info to all compiled .exe files by our build system
Build 64bit gmad/publish, add icons/version, fix some compile warnings
Disable Steam Error Reporting as it is apparently EOL'd by Steam
* Crash dumps are now generated by the game, not Steam
* Moved crash dumps to crashes/ folder.
Resolve 64bit tools not loading
Build Hammer 64bit
Fixed a bunch of Hammer 64bit runtime crashes
Probably fixed OSX build error
Added Insurgency map category
Groundwork for BSPZIP compression support
Added support for -embed to VBSP
Make LZMA methods static
Update LZMA SDK, Enable BSPZIP compression
Minor cleanup
GM:PostPlayerDraw throws non halting error when too deep
Fix HLMV/HLFaceposer crashing due to modern control styles
* Apparently windows API bug where GetClassInfoExA returns garbage?
Minor cleanup
Fixed StudioMDL crashing
More compile warning fixes
Merge DetailObjectSystem fixes from TF2 SDK for 64bit
Fix crash with lua_dumptimers_cl when timer names are very long
Remove con_logfile from code
* Fixes complaints about it missing when running certain commands
Cache sound durations to avoid file parsing every time
Apply some more Windows manifest changes from TF2 SDK
* Use modern common controls stylings
* Mark as DPI aware to avoid our window getting scaled
More 64bit fixes
Prevent give concommand creating certain entities
More 64bit compile warning fixes
Fixed Linux compile error in dedicated.so
Added Player.GetFlashlightColor
Added new Hammer inputs from TF2
* SetModel, SetCycle, SetPlaybackRate
Add missing LuaJIT2.1 files
Probably fix Linux build errors
Make GHA use correct script for 64bit luajit
Fix steamworks.GetDownloadedItems returning nothing sometimes
* When subbed item count == downloaded item count
Copy over LuaJit from x86-64, publish launcher EXEs
Resolve some pointer truncation issues for 64 bit builds
Minor merges from x86-64
Clamp engine sleeping to 0-200ms, undo doubles for m_flMinFrameTime
Fixed a number of 64bit compile warnings
More 64bit compile warning fixes
More compile warning fixes & TF2 SDK merges
More 64bit merges & fixes
Rework missing Steamworks API checks
* Check more APIs that we use, rework the code to deduplicate the error messages, include more useful steps to try to fix the issue, remove obsolete tips like "ClientRegistry.blob"
Fix 64bit high curtime HUD animations
Turn some stuff to doubles in relation to networking
* Remove CEngine::m_flFilteredTime and m_flLastRemainder (unused)
Add VPROF to CLuaGamemode::CallReturns
Pull some minor changes for datacache from CS:GO
* CDataCacheSection::EndFrameLocking mutex
NPCs ignore spectating players
64bit client and server build fully, launch, and run (using x86-64's LuaJIT)
* CEF and LuaJIT remain
64bit CEF
Various changes from TF2 SDK
* Adds CFuncNavCost::InputToggle Hammer input
* Various fixes
Minor changes from x86-64 beta
Restore hud_draw_fixed_reticle as alt texture for default crosshair
Fix some more prediction errors
* HL1 357 & crossbow zoom
* HL2 crossbow zoom
Fixed prediction errors with SLAM
* Also fixed it not using world clicker aim angles
* Fixed it trying to play non existent TripmineGrenade.StopSound
* Disable unused "attach satchel" code (different from attach tripwire)
* Disallow switching to tripwires or back while throwing/attaching slams
Fixed prediction errors with HL1 satchel
Predict hornet gun ammo regen
Groundworkd for HLS RPG prediction error fixes (req networking changes)
Minor cleanup
Restore network compatiblity with main
Hacks for P2P
* I HATE this
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Added "Downloaded" category to Addons menu
* This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC
* It also (unfortunately) appears to contain downloads for other Steam users on the same PC
* You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
Update description of net_maxfragments
Reduce MAX_FRAGMENTS back to 7
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Update Steamworks API to version 1.64
rollback subchannel count, improve net channel self checks
* Undo P2P changes
some 64bit CEF stuff
Remove 64bit srcds launcher from builds
Temporarily roll back FRAGMENT_BITS
* Testing for the P2P issue
Try forcing max reliable payload size for P2P addresses
Get rid of the song and dance of default.exe from X360 days
More merges from x86-64 beta
Reduce alloc size in CGameClient::WriteGameSounds
Try sending small P2P packets using reliable P2P protocol (instead of unreliable)
* It seems to have improved the join stuck issue in limited tested
Try to fix Linux ProjGen error
Fixed a bug in VPC to do with game conditionals
* It was setting the GMOD conditional only for projects AFTER (and including) server/client.DLL which caused unintended files to be included in 64bit builds due to order of projects being different
engine.dll and dedicated.dll builds for 64bit + minor changes
* Fixed srcds_win64.exe trying to load 32 bit DLLs
* Some minor changes from x86-64 for consistency and cleanliness
Build server.dll 64bit
Minor changes
* Make "Growing CNetChan Buffer" a DevMsg, not DevWarning
* Fix "Corrupted fragment start marker!" detection
Fix Faceposer creating one extra convar
* Its 0-95 for 96 total, not 0-96 for 97 total.
Added physenv.Set/GetTimeScale() - shared
* `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale`
Improvements for CustomAmmoDisplay support
* Adds support for "SecondaryClip" in CustomAmmoDisplay table.
Prevent corruption of the net channel due to fragments
* Perform some self-tests when sending fragments over the wire.
* Especially if some brainiac decides to bypass net_maxfragments limits
Make concommand.Add errors non halting
Combine mines ignore dead players
* Also changed where "ignore players" setting is checked for hopefully more performance.
Turn host_state.interval_per_tick into double
* Fixes 64bit builds specifically truncating curtime to floats
Fixed clients getting stuck on loading screen sometimes
* CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats
* Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576)
Fixed re-selecting ragdoll with Faceposer corrupting values
Try disabling GETBUOYANCY on Linux clients
* The goddamn DLL I was given is not up to date and doesn't have any custom changes, and TF2 no longer has 32bit Linux builds
Fix workshop support when Steam throws errors
* When Steam throws errors during subscription info gathering.
Enable STUDIO_DRAW_NO_SHADOWS for particle models
"Render models" particle renderer sets up model lighting
* Copied what "render_blobs" does from Portal 2.
Nullout some render structs on creation
Add NULL check to CBaseEntity::GetLuaEntity()
Added Insurgency (Standalone) to mountable games list
Some base_npcs.lua placeholders