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682 Commits over 823 Days - 0.03cph!

7 Months Ago
More updated spawnicons New spawnicon editor options Move speed customization, FOV precise control, camera position copy/paste SetCookieName support for DNumSlider, DCheckbox(Label) Added DAdjustableModelPanel:Get/SetMovementScale Spawnicons for HL2 models shipped with the game Fix citadel pods not advancing their animation force spawnlist file names to lower case
7 Months Ago
Change Matrix memory management to match Vector/Angle This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks. Hammer: Fixed "Point At" writing to "angles" instead of the selected KV Do not run animations on prop_prisoner_pod if its empty Apparently it has "high network usage". Do not fully disable the crosshair if player is dead This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default) Fixed a memory leak with serverlist.Query
7 Months Ago
Added "content_descriptors" to steamworks.FileInfo result It is a table of possible values: "general_mature", "gore", "suggestive", "nudity", "adult_only", Rework Portal Rocket Turret targeting to make the SetTarget input work Do not prevent C_BaseAnimating entities from rendering if sequence = -1
7 Months Ago
Fixed crashes when deleting nav ladders Added some existing models to the Lamp Tool
7 Months Ago
Fix the fix that fixes a fix relating to net messages and Lua ents clientside Minor cleanups Use ints, not shorts for leafs in map compile tools I think this affects VRAD only, fixes warnings/issues on some complex maps. Rearrange the 2 default spawnlists to have props more logically grouped Do not try to render and save icons for models without meshes This mostly applies to character animation files. They will appear as "ERROR" models. Fixed auto generated spawnlists from mountable games disapparing on reload They were incorrectly having AppID and not the "folder" set as "needs app". Moved "Delete multiple" items in spawnmenu right to the bottom This is consistent with normal spawnicon right click item order. Fixed selecting text in spawnicon editor only working on second try Lost coast spawnicons & spawnlist
7 Months Ago
Fixed a crash with Hammer Model Viewer and bad models Middle mouse click for DColorCube/Mixer to reset to convar defaults Adds DColorCube.Get/SetDefaultColor Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider) Increase the limit of ManipulateBoneScale to 512 (from 32) Display SENT/SWEP usage info in spawnmenu tooltip https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
7 Months Ago
Fixed a crash due to recent changes when net messages sent to client too early Rework player name retrieval for player disconnection chat message Fixes the message sometimes not appearing, due to the player object being gone too soon. Fix NPCs being sometimes blind due to recent changes
7 Months Ago
Fixed FSD-overrun-toy physics mesh & Reduced its size Limit certain old addon whitelist entries to old addons only Added "resource/overviews/*.txt" to BSP whitelist Added sv_npc_full_pvs_checks (Default to 1) Change "Filter" label on console to better represent what it does Make sure CL Lua entities are initialized before processing net messages
7 Months Ago
Added missing textures for pefttest/grass_tuft models Default cl_detail_allow_vertex_lighting to 1 Added grass_swamp_001a/b models used in detail.vbsp Update detail.vbsp garrysmod-requests/issues/2351 Merged Pull Request TTT: Optimize ragdoll search network traffic + fix disconnected player networking Added sv_log_client_errors (defaults to 1) Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
7 Months Ago
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7 Months Ago
Fixed env_blood color setting, and add new ones Also adjusted its FGD to unhide hidden settings and add the new blood colors More logical defaults for func_button in the fgd Fixed UTIL_BloodStream missing texture and blood color Fixed a crash with multicore rendering and logging Fixed up missing materials of some of the detail.vbsp models
7 Months Ago
Added host_workshop_autoupdate (defaults to 1) Set to 0 to disable dedicated server workshop auto updates. Ignore \n and \t in player names Remove white background from server browser filters/sort Strip certain unicode character groups from server & gamemode names It's mostly the obnoxious blocks
7 Months Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID
7 Months Ago
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed " In hammer Merged Pull Requests * Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter() * TTT: Replace deprecated GetConVarNumber/GetConVarString usage * Optimized skypaint matproxy
7 Months Ago
Fixed crashes with huge font blur values Fixed Color Modify post processing effect defaults not resetting invert Fixed nav mesh generation generating invalid navmeshes Fixed a self-crash with +vgui_drawtree
7 Months Ago
Fixed some crashes with DSPs
7 Months Ago
Move some hardcoded values of weapon_fists to SWEP.* variables Merged some pull requests * Updated TTT Russian localization * Micro optimizations with weapon_base & GM:DrawDeathNotice * Fixed some typos in FGD and Lua comments Update some more spawncions for consistency Alternative fix for traces not hitting transparent displacements Better consistency with brushes that use same materials - does not cast shadow and traces hit them Fixed toolgun ghost entity fading out in singleplayer on some maps Added vgui.GetAll() Returns only Lua created panels. Used to fix PANEL:PreAutoRefresh() and PANEL:PostAutoRefresh() not working
7 Months Ago
Make new vgui.Create errors non halting Because of course mods are already doing silly stuff. Fixed Lua being able to make the main menu black on disconnect Fixed a warning about "Invalid texture id -1" on disconnect Fix certain detail props not rendering on maps with more than 65k of em
7 Months Ago
Ability to auto join full servers when they get a free slot https://files.facepunch.com/rubat/2024/April17-7-UnwittingManta.png The selected updates every 10 seconds now. Ability to add servers to favorites by IP https://files.facepunch.com/rubat/2024/April17-11-PinkIvorybackedwoodswallow.png
7 Months Ago
Fixed ENT.PhysicsSounds defaulting to true Added physcannon_instant (defaults to 1) Exactly as it sounds, makes the gravity gun be able to be used instantly after switching to it, bypassing deploy animation (and sv_defaultdeplyspeed) This default value preserves the original HL2/GMod behavior Fixed normal combine soldiers with shotguns having their skin set to the shotgunner one Reset ammo types on map shutdown as well & Cleanups Remove more dead code Explicit default value to GetMemberBool because it is defaulting to true(??) Workaround animation event IDs on listen servers being set to "invalid" values
7 Months Ago
Minor: Init variables used in IMaterial functions Unhide sv_maxunlag convar Minor adjustments to server browser filter UI You can now click the filter text to tick the checkboxes
7 Months Ago
Added `ENT.PhysicsSounds` for `anim` type SENTs If set to true, re-enables physics impact sounds for the entity Spawnmenu one click addon spawnlist generator https://files.facepunch.com/rubat/1b1211b1/CPZbdPPd9F.png Fixed IMaterial:GetKeyValues sometimes returning nothing on srcds Material() now precaches the material, but only if it is not already precached. Ship shader DLLs with srcds Apparently they are necessary for materials to load correctly on dedicated servers Fixed a crash to do with static props when they change models I.e. when a static prop goes from error.mdl to a more complex one.
7 Months Ago
"trace" command doesnt error on srcds Properly handle mounted addons disappearing (unmounted) This fixes a crash with BASS.DLL trying to play addon files that are no longer there. Fixed BASS volume not being said briefly when first loading into a map This fixes game making sounds when not focused when the option to specifically prevent that is enabled Fixed an infinite loop when copying over .gma files
7 Months Ago
TTT: add TTTShowSearchScreen hook More consistent Vector/Angle optional argument handling You can now do Vector( nil, 1, 2 ) and get the expected output. If you need to do that for some reason. Material() function can use .cache files from steamworks.Download
8 Months Ago
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8 Months Ago
Remove full paths from "Adding Filesystem Addon" Fix floating GMAs not loading correctly
8 Months Ago
Add more quick options to spawnicon editor & Set LOD to highest Also update (mostly wheel models to now face the same way) & add more spawnicons Hammer: Increase size of "size" status bar to be able to fit the entire text VRAD: Add more info to "Patch Sample Radius Clamped" warning Fixed a weird regression with static props
8 Months Ago
Fix linux compile (case sensitivity)
8 Months Ago
Restore "gamemenucommand RestartWithNewLanguage" Fixed render.SetLocalModelLights ignoring last light Fix Bootil memory leak when trying to extract buf to invalid filepath Fixed NPC kill related achievements not working Remove more unintentional files from the fallbacks vpk Quick Rotate Model +/- 45deg yaw button for spawnicon editor Also more spawnicons of built-in props Iterate over Unknown Addon mechanism Do not try to mount Unknown addons (they could be banned/backdoored), detect demos/saves/dupes and push them to their own list Moved extracted .gmas from addons/ to cache/workshop/ This simplifies code for the game Rework menu_cleanupgmas to take into account server downloads Meaning, Workshop files downloaded from servers and extracted, then deleted by Steam in 2 weeks, now get detected as useless extracted versions and are prompted for deletion.
8 Months Ago
Fixed a crash related to static props on map load for certain maps Not an ideal fix, but it works. If a spawnicon does not exist, try to look in addons as well This makes it so that you can still edit icon, but if you do not have a spawnicon rendered, and a workshop addon provides ones, the game will use the workshop one as a fallback.
8 Months Ago
Fixed expert compile settings in Hammer corrupting
8 Months Ago
Let's try moving FileProperties for CmdSeq.wc lower
8 Months Ago
Port -blocksize for VBSP.EXE from CS:GO Added a bunch of new options for Hammer's Run Map dialog https://files.facepunch.com/rubat/1b0411b1/sXVENkgcR7.png Minor fixes to map compile tool output text Added Ambient Occlusion for VRAD (CS:GO version) Disabled by default, -ambientocclusion and -aoscale are the new options
8 Months Ago
Minor fixes Added convar descriptions to many default Lua convars DCollapsibleCategory items support disabled styles Visually and physically disable (but not hide) disabled Sandbox tools Tools disabled by the server using "toolmode_allow_<mode>" convars are visually represented as such in the spawnmenu https://files.facepunch.com/rubat/1b0311b1/dLCCdKRb8T.png Display a warning when trying to activate tools without a toolgun
8 Months Ago
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8 Months Ago
Hide mod_load_*_async convars They are linked to a game hang when enabled, and they are disabled by default. Build vbspinfo.exe Fixed inflator tool no longer working on NPCs Fix portal turret AYAYAing twice when disintegrated via mods Adjust bone manip English strings
8 Months Ago
Block mem_force_flush just in case Having this enabled in autoexec causes issues, so lets disallow servers to force it on players Minor code fixes Also fixed engine not being able to build with v142 toolset on Windows Rearrange addon file system, remove dead code More minor clean ups More addon file system clean ups & minor optimizations Add subscriptions as "Unknown Addon' while we fetch their details Let's see if anyone encounters this in relation to "my addons are missing" issue reported sporadically
8 Months Ago
Do not render first person physgun effects during skybox pass Let's try enabling custom activity IDs on client
8 Months Ago
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8 Months Ago
Fixed a crash due to missing attacker in player takedamage hook Block more URLs that crash awesomium - .mov, .mp4 This is not ideal, but there isn't a better way Try to fix crashes with poster command and insane sizes Fixed a crash with Entity:PhysicsInitConvex and invalid input Potential crash fix for Nextbot:BodyMoveXY()
8 Months Ago
Lua file clean ups * Mostly deprecated functions removals * Replaced usage of DImage:SetMaterial with SetImage when the argument is a string * Removed usages of Tool:GetSWEP() => Tool:GetWeapon() * Removed some remaining usages of self.Entity * Fixed Winch right click not setting rope color correctly * Removed arguments provided to EnableVerticalScrollbar (it has no arguments) * More misc (unused/missing) function argument related clean ups Enable "permanent failure" check on SRCDS steam logon failure Was commented out because it required a newer SDK version, which we now have. Basically will login anonymously if the GLST is invalid I think Prevent ent_create player Gravity Gun obeys sv_defaultdeployspeed Yes, this means that you can no longer grab AR2 balls that you yourself fire without increasing sv_defaultdeployspeed above the default of 4 Fixed crashes with ENT.RenderGroup = RENDERGROUP_STATIC(_HUGE) Remove mat_stub Fixed a crash with gameui_show_dialog and remove the concommand Potential crash fixes to do with traces
8 Months Ago
Fixed a longstanding crash with CSoundPatch usage Fixed some Lua functions having unused arguments Fixed a crash on exit to do with panels Fix playermodel drifting away in prop_vehicle_crane when holding W or S Fix tiny amount of damage (<0.1) reducing a whole armor point This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it Allow prop_vehicle_crane to receive damage events when player hitbox is not hit Added hitboxes to crane_docks.mdl This was a giant waste of time because it still doesn't work, but at least the hitboxes are there...
8 Months Ago
Increase default value of budget_panel_height to 800 Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry Update trace commands mask, to hit more entities Autorefresh: just watch everything in the gamemodes/ folder Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
8 Months Ago
Bump .exe version
8 Months Ago
Do not use dynamic model indices for clientside only entities This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it. This commit fixes needing to precache models serverside for physics.
8 Months Ago
Error checking in spawnicon context menu When spawnicons are removed while the player has the context menu open Undone some recent changes to queued loader Will probably have to completely stop relying on this system.
8 Months Ago
Fixed a crash with NWVars "Remember my choice for this server" is actually remembered for NO For the session only
8 Months Ago
Actually just don't bother trying to read 0 bytes from a file
8 Months Ago
Fixed "cc_lang: invalid language" with empty cc_lang Bumped MAX_MAP_OVERLAYS to 8k from 1k Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA MAX_MAP_TEXDATA 2048 -> 8192 MAX_MAP_TEXINFO 12288 ->16384 Fixed "Tried to Read into NULL memory!" when mounting L4D2
8 Months Ago
Fix compile error Rework how lua_refresh_file generates paths to work with addons