branchgarrysmod.main/maincancel
1,049 Commits over 1,338 Days - 0.03cph!
Added Portal Cores to spawnmenu
Update some portal map icons that have turrets
Also updated portal turret NPC spawnmenu icon
Added Portal Camera to spawnmenu
Added "trace" console command
This is just a convenience for me, it's serverside and limited to singleplayer/local server host
Let's try adding an error on invalid input to PropSelect.AddModel
Fix Portal Rocket Turret not respecting ai_disabled
Fixed a crash with prop_vehicle_crane and map cleanups
Disable hidden convar setting by the Options menu
con_enable, hud_quickswitch, hud_fastswitch
Added text entry for FPS Limiter in Options
Also nuke some hidden/unused panel code from multiplayer tab, regarding crosshairs and old player model selector
Fixed Nextbot Paths failing to generate
Also added console warnings when this happens, for debugging purposes.
Fixed RPG behavior in 3rd person in multiplayer
This involves a nasty hack setting the weapon's model for a split second in SetIdealActivity, which was already being done in SetActivity
Remove redundant cast from weapon RPG primary attack code
Fixed TOOL:Reload inconsistent trace code with left/right clicks
Was accidentally rolled back to use TraceLine
Fixed Lua Effects changing their entity table if accessed too early
Weapons and SENTS already had this fixed ages ago
TTT: Code clean ups (Community Pull Request)
Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
GM:PropBreak uses attacker, not inflictor for the player
GM:PropBreak checks for physics attacker
Prop physics damage tries to set correct attacker
Owned combine ball (AR2) breaking a crate now has the correct attacker
Do not look for awesomium_process.exe on linux
Reload default decals after clearing the entire list
Added gmod_sneak_attack to disable HL2 sneak attack system
Defaults to enabled naturally
Precache physgun materials
Let's try releasing decal materials (and textures) on map shutdown
Better refcounting for model decal materials
Clicking in the Paint tool UI will always bring up the paint tool
Fixed regression with nextbot pathfinding involving ladders
Rookie mistake
Fixed certain brushes not having any collisions on maps
TTT: Fixed can_rag_pin_inno overwriting can_rag_pin in Magneto Stick (Community Contribution)
Fixed func_breakable_surf crashes on spawn
Added a warning when C_OP_WorldCollideConstraint gets insane values
Added u1 and v1 field support to Mesh:BuildFromTriangles
Fixed shotgun firing on its own after being unholstered
This could happen if you start reloading, press attack button and switch away from the shotgun in rapid succession.
Fixed being able to open ammo crates from any distance using delayed damage and equipping crowbar
Set inflictor of Crowbar/Stunstick dmg to the weapon itself, not the player
Remove mem_eat command
Fixed an infinite loop with Panel:SetDragParent (Community PR)
Fixed duplicated NPCs being unintentionally dropped to floor sometimes
Backport branch specific compile error fix
Allow constraint.Keepupright to be called on more entities
Still disallow players and the world
Fixed util.IsBinaryModuleInstalled giving false positives (Community PR)
Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Fire a Problem to the user when a certain file is not writable
Such as user configuration files
More barnacle related potential crash fixes
Fixed regression when barnacles ragdolls don't spawn at all
Added DSP as 6th optional argument to sound.Play
Fixed workshop status UI not appearing
Do not destroy dynamic material created by surface.SetMaterial
To see if this was the cause of crashes for some ppl
Check for activator validity in CGameUI::Deactivate
Maybe there's was crash there that is fixed now.
Performance improvements with usages of CNavArea
Close the fallback menu if the real one was too slow to load but did
Anti crash safeguards for spawning ragdolls
Avoid Lua errors with Spawnicon editor / Adjustable Model Panel when the entity is invalid
Prevent clientside entities spawning but being inaccessible at entity limit
Remove unintended change to ClientsideModel
Allow creating RTs if the texture with the same name is an error texture
Clean up Lua created render targets on level shutdown
Cleanup Lua created bound textures (surface.SetMaterial) on map shutdown
Remove "TODO: Refusing to discard X bytes" message
Would appear with developer 1 referencing map entity lump, the memory is properly purged on map load
Fix HL1 sentry leaving solid barrier on death with keep ragdolls
Undo changes to Player:SetActiveWeapon
Apply a physgun hack to it similar to gravgun
Use blocking load for ClientsideModel/Ragdoll models
Prevents regressions with addons not expecting async loads
Change up logic that detects whether the HTML menu loaded or not
Display the shitty menu replacement if the real one doesnt load in 3seconds
Options button for menu fallback
Fixed an oopsie with CreationMenu
Allow right clicking in Bodygroup & Skin context menus
This allows you quickly change bodygroups and skins without closing the menu.
Also adds DMenuOption.Set/GetRadio
Also fixes DMenuOption.SetChecked not calling OnChecked
Increase physgun_wheelspeed & rotation sens max value to 10k
More permanent fix for Panel.IsValid during PANEL:OnRemove
Move where HUDShouldDraw for NetGraph is called
Block developer & contimes convars
Block render.CapturePixels while main menu is open
Fixed crash when models try to access OOB vertices
CreationMenu validates the panel it tries to parent to
Temporary Panel related fixes (OnRemove, SetParent)
Rollback download-artifact to v3 as well
Downgrade Linux/Mac to v3
Check for null in Panel.SetParent
Try using v4 actions for everything
Fixed another regression with Entity.NetworkVar
Added workaround to gm_load/persistance due to addons breaking stuff
Make 'Couldn't find target' warning more verbose
So you know where its coming from
Fixed a crash with AddOriginToPVS
Fixed regression with markup library
Added a warning when orange box particle count is weird
Hopefully shed some light on a crash issue
Merge Pull Request - Prevent hangs with table.Add
More linter based Lua fixes
More Lua fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
Use SetEnabled or SetDisabled
More robust Elastic value calculations, does not rely on integers for boolean inputs
Query server addons 500 at a time (was 50)
Fixed crashes when maps have entities parented in an infinite loop
Will print a LEVEL DESIGN ERROR warning to console in such cases.
Added "teamonly" param to "player_say" game event
Fix exploit with pp/copy and halo lib
Do not try to listen to non existent player_hurt_ex gameevent
Fixed datapack_stats
Added util.IsRayIntersectingRay
Takes 4 positions (2 start/end pos), returns bool, float (dist1), float (dist2)
Remove engine.ServerFrameTime from menu state
No need for it there
Added NPC:GetIdealSequence
Move where we set -game for Hammer, and init mod shaders for vbsp
Fixed func_tank becoming unusable with firerate of <= 0
BLock cl_defaultweapon
Creates confusion for players who don't know of its existence
Fix trigger_hurt damagetype parsing
Increase the base Hammer Compile Window size to 1280x720
Fix vbsp cubemap code failing every time
Fixed func_instance_io_proxy not updating inputs correctly
All VMFs (map, and each instance) need to be re-saved for this to work properly. MapIO separators are changed from commas to ESC character.
Hammer/game was always able to load such VMFs/BSPs, but didn't write them. Now it does. so GMod .vmf files may not be compatible with ancient Hammer editors.
Moved "cached version doesn't exist" to developer 1
Set -game to garrysmod for Hammer, if not set
Fixes gmod shaders not loading in Hammer, resulting in certain materials failing to load as well, such as the painted skybox
Move "FreeImage: Couldn't open file" to developer 2
Switch server downloads extension filter to a whitelist
Also block html/ and scripts/
Disable HL2 avoidance system from making NPCs invisible
Fixed crashes related to shadow rendering
Added a callback to game.CleanUpMap to defer it until end of tick
Use it in the base game
Do not cleanup env_soundscape_proxy entities
This breaks soundscapes, and other soundscape entities are already not cleaned up
Fixed edit_sky losing its values after being duplicated
Also made other edit entities inherit map values whenever possible, and fixed edit_sun not doing anything on paste.
Fixed crashes HL1 vort or scientist is killed by unowned combine ball
Removed more useless files from build process
Do not mark addons with id of 0 for download from server
Just avoids the unnecessary wait time when its the only addon
Fixed potential minor memory leaks with Source Engine reported via email
Disable/remove Source Engine commentary system
No reason to really have it.
Fixed Lua error in menubar.lua
Allow NOCLIP movetype movement while in spectator mode
Make Entity.PhysicsInitMultiConvex/PhysicsFromMesh type error non halting
It was a new type error that was added, but of course there are addons that just use these functions incorrectly already and break due to the halting error
Minor clean ups
Added Impact_GMOD effect that supports usage of IMPACT_ flags
garrysmod-requests/issues/2272
Prevent creating render target with names of non RT textures
Prevents crashing.
Also prevent other potential crash cases on RT creation failure.
Added str=util.GetAnimEventNameByID(num) (sv only)
Fixed bugs when entering a vehicle while dismounting a ladder
Prevent movement when the player is dead for WALK/NOCLIP/FLY movetypes
Port RPG behavior from HL2 - prevent NPC from killing themselves with it
Prevent crashes with ragdolls (especially when created too early)
ClientsideRagdoll and ClientsideModel uses clientside dynamic model indicies
This allows ragdolls to have their physics clientside only without being first precached on the server
Fix game_text text being cut off on screen
Fixed AddCSLuaFile'd addon paths not being detected by file.IsDir
Allow immediate entity removal during timers, concommands and Think hooks
This addresses most use cases for game.CleanUpMap()
Mitigate a random crash with NPC:SetSquad
Allow omitting first arg to NPC:SetSquad() to remove the NPC from its squad
Hide IP address in status command for P2P servers
Fixed CWorld model pointer being set to -1 during saverestore
Added server settings to Sandbox menu bar
Making them more visible to the average player
Disable ability to grab jeeps with super grav gun
Do not use deprecated functions in menu bar
Do not run player anims to completion on model change
Restore and fix code to count published file upvotes
Performance improvements for clientside file.Exists/IsDir and Lua paths
Fixed AI node related crashes, probably
Disable workshop stats for now