branchgarrysmod.main/maincancel
681 Commits over 823 Days - 0.03cph!
Added sv_max_userinfo_rate
This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there.
More strict application of GMODSandbox GDClass in Hammer
So `point_spotlight` doesn't have useless keyvalues on it.
Added "Last played date" for each server in the server browser
Rollback game.CleanUpMap removing tempents and beams
Apparently crashes on x86-64 somehow, sometimes, for some people
Fixed a few more potential crashing issues
Fix a lag issue to do with spamming certain packets to the server from client
Fixed Panel.Exec not working on SetHTML'd HTML panels
Fixed wrong translation string used in recent changes (oopsie)
Fixed a crash to do with teleporting constrained entities
Removed unused variables in Problems panels
Pull Requests
* Use localization strings for GMod-specific keyboard settings
* TTT: Updated Turkish localization
* Use 4 number overload of surface.SetDrawColor in base game for performance
Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs
Resistance turrets only set the 2 valid skins (was trying to use 4)
Localize NPC and Vehicle spawnmenu tab entries
Added Resistance Turrets to spawnmenu if Episode 2 is mounted
Adjust "Prison Guard" localization strings
Also remove unintentional changes
Use the #classname for Sandbox editors and Bouncy BALL
Localize stuff added by game_hl2.lua (Partially Community Contribution)
Jalopy model with adjusted correct suspension travel
Bump `cvarlist` buffers from 128 to 1024
Added color input/kv for `func_water_analog`
Episodic headcrab models
They have ceiling animations for ep1 + lamarr merged model
Fix missing Ladder.WoodStepRight/Left soundscripts (ep2)
Merged gman model
Remove missing skins from certain PHX props
concrete_barrier00.mdl
concrete_barrier01.mdl
box_torpedo.mdl
box_amraam.mdl
Minor code cleanup
Episodic combine_intmonitor props with extra skin
gmad.exe allows .vtx files again
Try writing current git branch to garrysmod.ver
Give titles to windows build scripts, so I know what's running
Merged ghostanim.mdl and blackout.mdl
Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1
Episodic Poison Zombie model with fixed animation events
Advisor episodic model hack
The models are too different to be merged, so we swap the ep2 one in, on spawn
Episodic models for Combine Dropship and Mossman
They should contain all animations for all 3 games.
Only drop physics gun held props from Lua
Pull Requests
Fixed Lua error in TTT introduced by a previous PR
Improved TTT's Spanish localization
Micro optimization for GWEN.CreateTextureBorder and related functions
Unblock 'mp_flashlight' in menu state
Autorefresh weapons in spawnmenu
Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically.
Remove respawn_entities concommand
We have gmod_admin_cleanup
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
Don't try to enable loading screen on linux srcds (compile fix)
Replace missing .png/.jpg image data with white color
This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
func_smokevolume removes particles when dormant
Copy hl2.exe to gmod.exe
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map
Added "use local space" to "Position Within Box Random" particle init
Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called
Improved particle properties panel
https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png
Improve tools scrollbar styling
Added hide_server cvar, sv_lan 1 will hide the server too
Load particle editor first in -tools mode
Fixed non left clicks in particle previews breaking the controls
Prevent errors about missing materials in particle editor
Case sensitive include (Linux compile fix)
Groundwork for PE changes
Particle browser with previews for Particle Editor
https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
Added surface.GetPanelPaintState
returns a table with the following keys:
* translate_x
* translate_y
* scissor_left
* scissor_top
* scissor_right
* scissor_bottom
* scissor_enabled
Build the game using v142 toolset (dropped Windows XP support)
Player:StripWeapons drops weapons before removing them
This mimics behavior of Player:StripWeapon()
Added massCenterOveride for certain physics init functions
PhysicsInit
PhysicsInitMultiConvex
PhysicsInitConvex
PhysicsFromMesh
PhysicsInitBox
PhysModelCreateBox doesnt reset solid parameters
Bump max save game size to 16M (from 3)
This is Source's save system, for level transitions
Implement GetPreferredCarryAngles for `ai` type SENTs
Disable -nulldevice
Added NPC:SetIdealSequence
Fix undoing nocollide constraint not restoring collisions
Adds `disable_on_remove` keyvalue to `logic_collision_pair`
Adds 5th argument to constraint.Nocollide - disableOnRemove
Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option
Merged Pull Requests
TTT: Minor updates to Turkish translations
Optimized SortedPairs further
Added properties.Remove( name )
player.CreateNextBot sets the bot name by player_activate event
Fixes for HL1 barnacle
Added SetTarget1-4 to logic_choreographed_scene/scene_entity
Pull Request: Search bar in icon editor + copy to clipboard
Pull Request: TTT traitor button fixes
Fixed CNPC_ControllerZapBall not doing damage
Consistent returns from Sandbox tool Make* functions
Minor clean ups in constraint library
Delete constraints.lua
Unused file
Added sbox_maxconstraints and sbox_maxropeconstraints
Both default at 1000, sbox_maxconstraints is for non rope constraints only, not ALL of them.
Nocollide is considered a non rope constraint now for the sake of limits.
Also fixed a bug where duplicated constraints would not be able to be cleaned up via Utilities > Admin or User Cleanup
Rework windows build scripts to use vswhere.exe and pushd/popd
Run render.UpdateRefractTexture during halo rendering
Fixes garrysmod-issues/issues/6000
Build LuaJIT with specific toolset on Windows (matching the game itself)
Build VPC on Windows using v142 toolset
Particle system changes
Added:
Set child control points from particle positions - set orientation
Set control points from particle positions
Set per child control point from particle position
Remap Distance Between Two Control Points to Scalar - output is scalar of current value
Remap Distance Between Two Control Points to CP
Remap Percentage Between Two Control Points to Scalar
Remap Percentage Between Two Control Points to Vector
Set Control Point To Player - Use Eye Orientation
Set CP Offset to CP Percentage Between Two Control Points
Cull when crossing sphere
Fix some compile warnings (Hammer)
Ported even more particle operators from CS:GO
C_OP_SetControlPointToImpactPoint
C_OP_RemapSpeed
C_OP_RemapCPtoVector
C_OP_RemapBoundingVolumetoCP
C_OP_RemapVelocityToVector
C_OP_RemapCPVelocityToVector
C_OP_RemapAverageScalarValuetoCP
C_OP_RampScalarLinear
C_OP_RampScalarSpline
C_OP_RampScalarSplineSimple
C_OP_RampScalarLinearSimple
C_OP_NormalLock
C_OP_SetControlPointRotation
C_OP_SetCPOrientationToDirection
C_OP_LerpVector
C_OP_LerpScalar
More csgo particle operators
C_OP_RemapControlPointDirectionToVector
C_OP_NormalizeVector
C_OP_RotateVector
C_OP_ClampScalar
C_OP_ClampVector
C_OP_InheritFromParentParticles
New CS:GO particle initializers
C_INIT_OffsetVectorToVector
C_INIT_RemapSpeedToScalar
C_INIT_NormalAlignToCP
C_INIT_NormalOffset
C_INIT_SequenceFromCP
C_INIT_InheritFromParentParticles
C_INIT_RemapInitialDirectionToCPToVector
C_INIT_RemapInitialCPDirectionToRotation
implement particlefield_rotation selector for PET
Update .gitignore
Pull Request: util.Timer additions
TIMER:Start() default first argument to 0
Added TIMER:GetElaspedTime()
game.CleanUpMap() clientside now clears beams and temp ents
Fix VBSP being unable to find sub instances in subfolders
Prevent crashes with wireframe model rendering and high vert models
Fixed Lua errors when loading a save that had tools that no longer exist
Pull Request: game icons in game list in main menu
Updated HL1MP icon to match its Steam icon
Display the command that is not bound in Hints, when no key is bound for it
Pull Request: "SAM" support for TTT bans
Fixed DropEntityIfHeld affecting all players holding anything
Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work
Also now affects Physics Gun, for consistency with other such functions.
it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it.
Fixed Close Caption HUD being disabled by sethudvisibility input
Update .gitignore
Fix MatSelect erroring on select if not given a convar
Added MatSelect.OnSelect and OnRightClick
Improvements to PropSelect to match MatSelect
Implement Panel:Clear
Added OnSelect hook
Added OnRightClick hook
Fixed errors when not given a convar
Added FindModelByValue
Added SelectModel
Disallow Panel:SetHTML on panels with non empty hostname
Update gmod.code-workspace
Pull Request: Use m_yaw/m_pitch instead of hardcoded values in taunt cam
DNumSlidier: Setting min or max value updates slider pos
Merge some math lib optimizations from a Pull Request
Rename `materials/games/16/gstring.png` to `gstringv2.png`
This matches the folder name the game uses.
Merged Pull Requests
* Typo In Motor Tool
* Use math.tau in some places instead of 2π
* TTT: Fix Swedish chef language borking setting
* Map Category for G String maps
Fixed game mounting folders that it's only supposed to on local builds
Fixed a crash to do with decals and r_maxmodeldecal 0
Try to squeeze some nanoseconds out of spawnicon rendering
Fixed potential bug with CBaseAnimating::IsOnFire
Fixed crashes with sniper_proto (HL2 Sniper)
▊▄▉▍▉ ▄▄▊▅▌▍▊▌▊▅▆▄▍ ▉▍█▊ ▉▆▄ ▌▉▅▋▅▊▊ ▉▆▅ ▍▉ ▍ ▊█▊▇▍ █▅█
Block kvcdoor
Fixed potential crashes to do with textures
More safeguards against malformed .gma files
Groundwork for networking serverside tracers spread on Y axis
Fixed link to commits.facepunch.com on beta branches
Removing point_spotlight will now also remove entities it created
Fixed vbsp.exe disabling -v flag if -verboseentities is not set
Output identifying string to map/model compile tool startup
So you know the studiomdl/vbsp/vvis/vrad are from gmod
VVIS/VBSP automatically tries to find gameinfo.txt if path not given
Update vortigaunt model to have EP2 animation preference
Fixes EP2 intro scene with alyx and antlions
Antlion, Zombie and Fast Zombie models from Episode 2
They have missing animations used in episodes, and appear to be backwards compatible.
Fixed IMaterial:SetVector4D not using float inputs
Fixed changelevel crash to do with ragdolls
Fixed erroring material in EP1 (Stalker teeth)
Update Kleiner and Alyx models
Fixes Kleiner's idle animation to be the unique Kleiner one
Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations)
Dog model with episodic animations
This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene.
Moved stalker_animations.mdl to overrides folder
Merged Eli model with Episodic animations
Add "Browse" button to env_spritetrail in Hammer
Fixed Rollermine visuals when it is hacked
Error handle invalid spawnlist data
Fixed crashes when trying to draw sprite textures
Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP
Fixed crash with threaded addon file access
Fixed compile warning in Bootil
Squeeze a few frames from static prop rendering
Prevent potential crash with NWVars
Fixed a copypaste error in edit_sky
Replace debug.getregistry usage with RegisterMetaTable (Pull Request)
Hide mat_reduceparticles warning in VBSP
Do not reset $lightmap if the engine didn't set it in the first place.
Fixed performance degradation with lots of static props
Fixed Entity:RemoveAllDecals not working on players serverside
Prevent stack overflows with InvalidateLayout( true ) from PerformLayout
Will print a warning when it breaks the loop.