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953 Commits over 1,157 Days - 0.03cph!

4 Months Ago
More VPC merges from x86-64
4 Months Ago
Fixing more VPC script issues for Linux Can almost build 64bit vrad Fix legacy hooks for entity iterators feeding entities to the callback
4 Months Ago
VPC script updates/fixes Fixing Linux VPC scripts
4 Months Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Can now build tier0, tier1, vstdlib and some others for x86-64 Build VPK.exe like x86-64 already does Delete replay.dll/replay.so which are unused Update Build-Game.bat Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
4 Months Ago
Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
4 Months Ago
Remove leftover debug print
4 Months Ago
Cleanups from x86-64 Remove probably unused linux libraries related to Steam Cleaning up VPC build scripts Draw console notify text above all other panels
4 Months Ago
Minor cleanups More minor merges from x86-64 Move HTMLPanel related files together Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons Implement cubemap seam blending for HDR cubemaps More minor cleanups
4 Months Ago
Fix Linux/OS X not building due to duplicate source files
4 Months Ago
Don't build certain projects that won't build
4 Months Ago
Minor cleanups Port gmod-html from x86-64 for Windows only
4 Months Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
4 Months Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
4 Months Ago
Add some sanity checks Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches. Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
4 Months Ago
Cleanup filesystem changes Files over 2GB should kinda work now on Linux
4 Months Ago
▊█▄▄▉▆▇ ▋▉▌▌▆ ▋▋ █▅▅▍▇▆
4 Months Ago
That really didnt work
4 Months Ago
MacOS doesn't like it
4 Months Ago
Maybe this will allow loading of files above 2GB
4 Months Ago
Revert "Temp debugging stuff for linux" This reverts commit 71d90d5d97ac4187eb36ec54f4f19e17f52d3f09.
4 Months Ago
Temp debugging stuff for linux
4 Months Ago
Update the DebugLuxel with actual vertex color support
4 Months Ago
Truncate killfeed names to 512 bytes to prevent overflows Lets try registering private animation events as client events too Removing more unused convars mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack Removing more unused convars mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal Remove more unused convars mp_forcerespawn, mp_fraglimit Speculative improvements for >2GB file support Reject empty or near empty .gma files More improvements to file support for >2GB Fixed crashes with point_worldtext for good Do not try to run HTTP requests with invalid URLs Fix OSX not building Run PlayerBindPress for unbound keys too The binding will be an empty string. This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound. Update misleading message "Can't save unknown type" Update "Field %s is using the wrong FIELD_ type" warning Test for unclosed Lua ISave/IRestore blocks Add internal note about 64bit engine save warning Saverestore Lua lib: Close started block on early return Not sure if this is the correct approach, so also prints an error if it is hit.
4 Months Ago
Fixed DebugLuxels not accepting vertex color in Hammer More colors for Lightmap Grid in Hammer red for under 8, green for above 63 Fix GetAimVector clientside for non local players in vehicles being wrong Restore functionality of m_filter Minor cleanups for particles Minor compile warning fixes Minor bootil cleanups, remove bootil's HTTP stuff since we dont use it Minor warning fixes Remove CTakeDamageInfo.m_iDamageStats (unused) When dealing physics stress damage on characters, apply inflictor Will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first one. Added commented out Entity.GetConstraintParams it works, but most values are garbage or not that useful, so I am not sure how useful this actually would be. More compile warning fixes Minor cleanups Fixed crashes to do with particle loading There will be a console warning when an invalid particle is loaded. Invalid particles will be ignored. Fixed UTF-8 characters in console cmd name appearing as ? Fixed crashes with point_worldtext Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL Affected particle systems will not be able to load. Remove unused convars joy_yawsensitivity_default joy_pitchsensitivity_default option_duck_method_default sv_stickysprint_default Added sql.QueryTyped Update RPG Launcher model Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it Added Color:Copy method (Community Contribution)
5 Months Ago
Fixed IGModAudioChannel:GetPos returning invalid values sometimes Minor cleanups Fix close caption norepeat not working Fixed regressive crash with close captions gmad compile warning fixes Minor cleanups Added ents.CreateClientRope ents.CreateClientRope( ent1, attachment1, ent2, attachment2, extras ) Extras is an optional table with the following options: * slack = 0 * width = 2 * segments = 8 * material = cable/cable * nogravity = 0
5 Months Ago
Do not force "rate" cvar to 100k on start up Remove archive flag from "rate" cvar It effectively didn't do anything until previous commit, because the value was always reset on start up. Fixed a crash issue with close caption HUD constraint.Motor accepts a bool for "toggle" parameter Very minor changes from CS:GO's framesnapshot stuff
5 Months Ago
Update DebugLuxels shader from HL2 repo
5 Months Ago
Remove "Use Bloom" checkbox from Video options, as it does nothing Remove mat_hdr_level 1 from Video Options since it doesn't do anything mat_hdr_level 1 will act as "NONE" in options. Fixed options complaining about missing hap_HasDevice convar Remove sv_contact and sv_consistency as they are unused Rework arguments of OnClientLuaError This is a bit messy until a network breaking update, but new arguments are: ( error, ply, stack, addon_name ) Also no longer affected by "5 a second" limit serverside Lets try not delaying material/texture cleanup until render end Add WriteTempEntities overflow warning from csgo Bonemerged models inherit lighting origin from parent Makes viewmodel hands match lighting of the viewmodel itself Apply changes to CHudCloseCaption from TF2 Make Linux compile Fixed regression to do with PrePlayerDraw Fixed an infinite loop in weapon selection HUD Faceposer uses localized "Other" string Fixed 3D grid not rendering correctly in Hammer
5 Months Ago
Merge some Bootil changes from x86-64 Remove mp_usehwmmodels convar (unused) AvatarImage panel changes + defer material cleanup till render end AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list Deferring material cleanups a little makes it more likely the materials and textures are no longer used by any part of the renderer, allowing refcounts to reach 0 naturally. Added GM:OnClientLuaError( strErr, ply ) Remove stray space indentation in some Lua files from PRs Updated FGD files Added inputs to light_environment, removed point_clientcommand and point_servercommand since they do not work in Garry's Mod. Fake Combine Ball bounces from frozen props Make crossbow bolts bounce from indestructable props Prevent crashes when trying to write too much data to small texture Added new info to util.GetModelInfo IncludeModelCount, IncludeModels and HitBoxSets Fix avatar image texture manager not respecting avatar size at all Removing more unused convars mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs Remove mat_disablehwmorph as it does nothing
5 Months Ago
Remove unintended change that doesnt compile on main
5 Months Ago
Apply changes to type() function (Server/menu) (Community Contrib)
5 Months Ago
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
5 Months Ago
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)
5 Months Ago
Compile warning fixes Added host_writeconfig_lua (blocked from Lua) Fixed commas in AddOutput map IO input causing issues Now uses the special ESC symbol, like VMFs do. Minor cleanups Automatically delay HTTP calls until SteamHTTP is ready Apply more strict checking of invalid Lua states in CLuaObject Will display console warnings when CLuaObject is used on an invalid Lua state. Ideally these messages should never be seen. Minor cleanups Queue lua_error_url messages until SteamHTTP is available Make Lua print() and error() colors the same
5 Months Ago
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
5 Months Ago
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
5 Months Ago
Restore build locations for server.dll/client.dll
5 Months Ago
Fix upper 32bits of 64bit pointers in Lua Minor cleanups
5 Months Ago
Do not try to build this yet
5 Months 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
5 Months 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
5 Months Ago
Undo extra debug stuff
5 Months Ago
This likely fixes the Linux mapload crash (and possibly others)
5 Months Ago
Trying to understand why this code causes issues on Linux only
5 Months Ago
Reapply IMaterial (Lua) changes that were undone yesterday
5 Months Ago
Reapply changes recently undone Reapply a single change from the bad commit that SHOULDN'T cause issues
5 Months Ago
It must be this commit then that causes linux issues
5 Months Ago
Revert more changes from april 21st
5 Months Ago
Revert changes from april 21st that potentially causes linux issues
5 Months Ago
Let's try undoing this change to do with shader system