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822 Commits over 1,004 Days - 0.03cph!

Today
Remove unintended change that doesnt compile on main
Today
Apply changes to type() function (Server/menu) (Community Contrib)
Today
Fixed ragdoll boogie happening from +USE pickups/throws Prevent throwing +USE pickup if holding M1/M2 while picking up Ship a cleaner version of decals_mod2x, uncompressed Eliminates green colors from some overstacked decals. Not perfect because some decals now have gray outlines instead of green ones, but much better still. Also ship improved versions of decals/light, decals/dark and decals/alienfliesh/shot1 which appear in the paint tool, and suffer from DXT compression artifacts
Today
Compile warning fixes Update Metrocop player model to have a valid shadow LOD Do not render dragndrop overlay when UI mouse input is not active A bit of a bandaid fix, but it works. Minor cleanups FPS independent CUserCmd:GetMouseY/X on server Client's FPS would affect the values the server gets (higher FPS - more intermittent results, causing "low sensitivity") Now we accumulate the mouse deltas when client performs "extra mouse sampling" and send the accumulated value instead of whatever happened to be the latest delta value. This affects Physics Gun +USE rotation and GMOD_Camera by default, but also all mods using the aforemention functions. They should now function more predictably regardless of client FPS. Removed unused convars that do nothing r_fastzrejectdisp mat_shadowstate mat_maxframelatency mp_usehwmvcds r_threaded_client_shadow_manager, r_threaded_renderables r_decal_cullsize r_drawopaquestaticpropslast r_threaded_renderables snd_mix_async mat_parallaxmap On dedicated servers, return "unknown" instead of "prerelease" Since the builds are identical 99% of the time, "unknown" is the more expected value. This way, it's incorrect only in 0.01% instances, instead of most of the time. Fixed resistance turrets being in combine overwatch squad Added list.RemoveEntry (Community Contribution)
Today
Remove most of deprecated CSteamAPIContext usage on the client It is removed entirely in some newer version of Steamworks API Fixed voice chat crashing, remove unused files, steam usage cleanups Remove more usages of deprecated SteamAPIContext Remove deprecated Steam API stuff from legacy server browser Fix srcds crash to do with workshop
Today
Remove temporary hacks for DButton and IMaterial.GetColor Clear networking queue on map shutdown, not map init Fixes clientside errors happening before LevelInit hook not being sent to the server Merge Pull Requests * Pico optimization for cam.Start2D() * Added list.GetEntry
4 Days Ago
Restore build locations for server.dll/client.dll
8 Days Ago
Do not try to build this yet
8 Days Ago
Minor cleanups Disable setting cl_timeout to 45 on load that never worked before Add one more Lua backdoor URL Fix double clicks not invoking VGUIMousePressAllowed Minor whitespace cleanup Fix compile error Minor cleanups of empty/unused files Minor cleanups/warning fixes FIxed compile warnings with LuaJIT "Mounting %i workshop addons" reports mounted count, not total count Bump mem_max_heapsize to 512, and block it & datacachesize from Lua "Optimization" addons setting these to very low values (lower than GMod defaults) when "turned off" causes crashes Undo internal texture changes from CS:GO that affect monitor materials Remove voice_modenable in favor of voice_enable Both of them existing only causes confusion for players. Also fixed a case where voice chat would cease to work voice_enable is set to 0 and back to 1 Player:VoiceVolume works for local player without loopback This only works when using Steam voice, and only when not recording voice to file. (The default state) Minor cleanups
9 Days Ago
Minor cleanup Add engine_no_focus_sleep to blocked convar list Prevent crashes with steamworks lib when called too early on SRCDS it really needs to be queued until its ready, this at least won't crash now. Do not run friendsID check for HLTV clients Fix console spam about sprite orientation when the material is missing Fixed crash to do with env_projected_texture's texture Tell the player if garrysmod.ver is read only It not updating (by Steam) would prevent players from joining servers after updates Log workshop addon mounts (count only) in console Fix console message about lua_strict on game start up Constrain cl_timeout to 10-120, default to 60 (was 30) and block from Lua Merged Pull Requests * Remove default return in WorldPickerMouseDisable * Fix lua error with creator tool and missing NPCs cl_timeout - remove upper limit, unblock, and dont save Fix compile error Added -mountcfgfile launch parameter Block .vdf and specific .cfg files from file library Minor cleanup Increase MAXSTUDIOSKINS for studiomdl.exe from 32 to 64
10 Days Ago
Undo extra debug stuff
10 Days Ago
This likely fixes the Linux mapload crash (and possibly others)
10 Days Ago
Trying to understand why this code causes issues on Linux only
11 Days Ago
Reapply IMaterial (Lua) changes that were undone yesterday
11 Days Ago
Reapply changes recently undone Reapply a single change from the bad commit that SHOULDN'T cause issues
11 Days Ago
It must be this commit then that causes linux issues
11 Days Ago
Revert more changes from april 21st
11 Days Ago
Revert changes from april 21st that potentially causes linux issues
11 Days Ago
Let's try undoing this change to do with shader system
15 Days Ago
Don't forget to register the haptic umsgs on server
15 Days Ago
Stub out Haptics user messages
15 Days Ago
Minor cleanup (VPC) Throw a non halting Lua error when giving invalid types to SetNWVar Throw a non halting Lua error when trying to read net msg past the end Throw a non halting Lua error when hitting Lua file limit So it appears in the problems menu, so the player can know that there is a problem and what it is. Fixed leading spaces in console command not adding to the history Disable OOB checks for Vectors/Angles they use more complex networking, not flat floats nil is a valid NW type Apply minimum size check for net.ReadVector/etc Move new net library errors behind lua_strict convar (0 by default) Block lua_strict Remove Novint Haptics stuff entirely It was disabled in some places already, but now completely gone Fix build error
15 Days Ago
Minor cleanups Minor cleanups Cleanup CUtlBuffer.GetString overloads Merge some build process changes from x86-64 No more 100 Release/Debug folders spattered everywhere
16 Days Ago
Fixed Hammer crash when browsing models
16 Days Ago
Fix a server crash that wasn't merged properly from x86-64 CC/Tonemap system handles marked for deletion entities
17 Days Ago
Minor cleanups
18 Days Ago
Fix build error
18 Days Ago
Added `Alpha` input to func_precipitation in Hammer (FGD) Potential crash fixes Fix "Rotation Yaw Flip Random" particle operator regression Now acts like it used to Default "randomly_flip_direction" to 0 for "Rotation Random" Add `addons/` to autorefresh whitelist Prevent crashes with render.Capture Fixed potential Lua error with Playermodel Selector Minor cleanups Merge PR: Group mountable games by install state Reuse localization strings in main menu replacement buttons Change default hostname to "My Garry's Mod Server"
23 Days Ago
Alien Swarm Map Icons Updates to debug_dump * Handle "0" != "0.0" cases * Add game version to output * Sort alphabetically * Align values and default values vertically for easier parsing with eyes Remove "f" from some number convar default values Remove -usetcp as it is broken anyway and has unknown purpose Implement jiggle bones for serverside ragdolls Apply correct scaling on jigglebones with model scale This also disables some weird code that was applying inverse scale on jiggle bone matrix if scale > 1, I could not see where this was useful and it was causing jiggle bones to disappear up close. Merge Pull Requests * TTT: Updated language files * Micro optimize team.NumPlayers Fixed jiggle bones on scaled models not behaving correctly This took way too long to figure out for how simple the fix is, but jiggle bones on models with scale < 1 should no longer spazz out, and should actually work at scales above > 1 Force load HDR map lighting if there is no SDR lighting Even if the player has set `mat_hdr_level` below 2
26 Days Ago
Minor cleanups Minor cleanups Minor cleanups Gracefully exit when encountering invalid SubRect materials Crash with message, instead of crashing without a message
26 Days Ago
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26 Days Ago
Try to fix VPC builds on Linux/OSX
29 Days Ago
VPC changes Minor clean ups from x86-64 Minor clean ups from x86-64 Rename v_byteswap.h to byteswap.h more minor clean ups static prop physics have their contents set consistently between all versions of the game now
30 Days Ago
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Linux build error fix
30 Days Ago
Try to fix build errors
30 Days Ago
Merge some VPC changes
31 Days Ago
Eliminating more branch differences / minor cleanups
31 Days Ago
Eliminating more branch differences Fix crashes to do with material's representative texture Apply FCVAR_USERINFO to gmod_npcweapon func_movelinear improvements Rework how sounds are played, so they are always consistently played, regardless if they are given, or if both sounds are the same sound. Also merged Portal 2 parented movement fixes. Allow mat_picmic below -1 in multiplayer Init text fields for func_precipitation
32 Days Ago
Eliminate more branch differences Fix close button not doing anything for +showvprof
32 Days Ago
Remove unnecessary changes to ConCommandBase
33 Days Ago
Fix creator tool causing errors on dedicated servers Added env_wind.SetWindDir to FGD Reset wind/sun render params on level load Call PlayerLeaveVehicle after the player leaves the vehicle, not during Fixes a potential stack overflow & being left in no clip when they are being force put in a vehicle from PlayerLeaveVehicle Prevent Lua errors with constraint library Update base.fgd
35 Days Ago
Fixed missing model for npc_citizen in Hammer (FGD) SMG1 ejects rifle shells, not pistol ones
35 Days Ago
Eliminate some branch differences Eliminate more branch differences with x86-64 Eliminate more branch differences with x86-64 again