branchgarrysmod.main/maincancel
1,111 Commits over 1,339 Days - 0.03cph!
Enable sv_parallel_sendsnapshot by default.
Display a warning when async file read operation tries to read OOB
Prevent .ani files from loading if they would crash the game
i.e. if the .ani file does not match the model it supposedly is for
Remove debug code from C_BaseFlex::SetupWeights
CTriggerWateryDeath applies correct inflictor/attacker
Damage scaling based on skill convar only happens from NPC damage in GMod
Merge Pull Request
More spawnmenu localizations
Remove redundant category for npc_tf2_ghost
Merge Pull Reqeust
Use an already existing local variable in toolgun HUD, instead of re-retrieving mode
Added CTakeDamageInfo:Set/GetWeapon()
FireBullets sets the inflictor to the weapon firing the bullets for HL2 weps
Base weapons SetWeapon on CTakeDamageInfo
Also set correct inflictor where necessary, such as NPCs shooting weapons
More corrections for damageinfo weapon/inflictor
HL1 weapon inflictors/weapons
Restored "JellyFish" shader
Fixed bone manipulations being changed on level transition
Fixed camera entity losing its keybinds on level transition
Added "DoImpactEffect" for `ai` and `nextbot` SENTs
Added model scale preview to Hammer
Fixed a typo in hl2 fgd
Update Portal turret relationships to certain NPCs
Antlions fear them now, and it hates combine hunters and gunships
Fixed Portal Rocket Turrent not updating its facing angles when no target
game.CleanUpMap deletes C_Hairball
Merge Pull Requests
* Fix indentation of the gamemode list items
* make file.Write and file.Append return success of file.Open used internally
Update screenspace_general shader with some CS:GO features
Removes $X360APPCHOOSER (Use $VertexColor)
Adds $VERTEXSHADER
Added most CS:GO params except for C4* and C5* params
Added `viewid` to render.GetViewSetup
Fixed a server crash exploit to do with malicious packets
Fix strider stomp attack creating invisible ragdoll with Keep Ragdolls
Added an ever increasing counter to poster file names
Updated C_RPG.MDL to use correct muzzle flash event
This fixes a warning that would print when the RPG is fired
Allow closecaptions in multiplayer with the cvar set to 1
This means that it will just work in local MP (for the host), on srcds closecaption_mp controls the behavior (defaults to off)
Search for shaders in BSP if none were found in MOD
Fixed logic_collision_pair not calling base UpdateOnRemove
(and a few other entities as well)
Added "shaders/*.vcs" to BSP whitelist
Empty Entity.Constraints table on constraint removal
Fixes for `tanktrain_ai`
* Fixed sound playback and updated default sounds to existing files
* Added "Chase Target" key value
* Added missing input to the FGD
* Fixed movement
* !player target will update to the closest player before every move
* Change update rate while moving to 0.1s (from 0.5)
VRAD: Only show "Warning! Invalid model version" with verbose flag
Also expand the warning to show the versions
Fixed crash when ents.CreateClientProp is given an empty string
Do not complain if gmod_uncache_test doesn't exist (srcds)
Change Hitbox 7 color from white to orange
Fixed NPC icons in spawnmenu search not having default weapons set
COLOR:SetUnpacked type checks its inputs
Remove IMaterial:GetColor override hack as it is no longer needed
Improve type errors thrown from Lua
Makes it so that the error() call does not override current execution position, so error points to the faulting file, not the base game file at the top level.
Remove RegisterMetaTable and vgui.GetAll polyfill hacks
Hammer: Update Lighting Origin to mention info_target, not info_lighting
Fix gamemode settings being missing in main menu
Ship the gfx folder in the correct depot, sigh
Rename "playermodel_selector" to "open_playermodel_selector"
So that one workshop mod doesn't freeze the game
Added missing hlfaceposer.exe icons
Fixed a crash in HLFaceposer.exe when opening file lists
Fixed HLFaceposer.exe crash due to missing phoneme extractors
Add phoneextractor sources
They build fine, don't work unfortunately due to Windows API
Actually ship HLFaceposer images
Remove cl_threaded_client_leaf_system
It was disabled in 2016.
Do not break Lua created hidden/unregistered convars
Fix compile error
I forgot to press CTRL+S when last minute renaming
hl2.exe => gmod.exe in factory reset bat
Put MAX_EDICT_BITS local in net.lua back, as without it stuff might break
due to version inconsistency
Added physenv.Set/GetPhysicsPaused
Added NPC:TranslateNavGoal
Added sound.SetActorGender( model, gender )
This allows for things like soundscripts to be gender neutral for less code, and enables citizen reskins to use correct voice lines.
WARNING: the gender is stored by filename only internally, not by full model path!
Delete unused resource/chromium/ folder
Remove non existent commedit.dll from sdkenginetools.txt
Minor micro optimization in VRAD
Added MAX_EDICT_BITS global enum
Updated Run Map dialog in Hammer
https://files.facepunch.com/rubat/2024/December11-872-GenerousSkimmer.png
Added NPC:GetLastPosition
Added NPC:SetMoveDelay/GetMoveDelay
Fixed a crash with ConVarExists
Remove last 3 parameters of engine.WriteSave
Hide mat_surfaceid and vgui_drawtree_panelptr
Fixed player ragdoll forces always being applied to center
Now applies forces to the physics object that was shot.
Added timedemo and related convars/concmds to blocked list
Add a hack to ensure engine.CloseServer works from start up
Make Hammer use gmod.exe when generating GameConfig.txt
engine.CloseServer now returns true if quit command was issued
Fixed crashes with func_tank
Handle DAdjustableModelPanel when main menu is open
Added a Player Model Selector button to spawnmenu
The context menu widget stuff is too hidden
Rename hl2.exe to gmod.exe when building the game
hl2.exe no longer used.
Implement `-StaticPropSampleScale` & `-StaticPropBounce`
Temporarily re-add old SWEP localization tokens
More work towards `-StaticPropBounce`
Added `-softenCosine` for VRAD
Fix static prop bounce not working due to uninitialized scale
Fix branch specific compile errors
Remove some perforce VGUI panels from builds + clean ups
More minor cleanups
Delete pointless header files
Fix some map load warnings when Portal 1, HLS are not mounted
Fix compile errors
Try to fix linux compile
Fixed clientside only entities being considered map created
Fixed being disconnected from sv_lan servers due to recent changes
Entity:FollowBone doesn't check the boneID argument if given NULL
Fixed Mega Gravity Gun not being able to pick up flesh
Remove cheat flag from cl_wpn_sway_scale
Added sv_quota_stringcmd_kick
Update description of gmod_uncache_test
Fixed crashes wiith CTriggerWind when loading a save
Minor clean ups
Micro optimization for SWEP think
More minor clean ups
Added new NPC functions
Added `NPC:SetFOV`, `NPC:GetFOV` (in degrees), `NPC:IsInViewCone`( vector/entity )
Fixed Lua error with DTree node having 0 child elements
Fixed base Lua SWEPs not using correct localization strings
Also removed some useless strings from garrysmod_english.txt
Fixed unicode addon name display for WorkshopDL
Merged Pull Requests
* Localization support for crosshair customization
* Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags
* Optimize DLabel autostretch behavior
* Cache gamemode table for gamemode.Call and hook.Run
Updated TTT Russian localization (Community Contribution)
Improve DButton center alignment X-axis text inset handling
Fix "Invalid string command" false positive
Revert DLabel changes
The changes cause issues with spawnmenu help text and other people's code.
Optimize DListView_Line
Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
Disallow sending voice packets unless fully connected
Try to mitigate server reconnect spam
Also reset owner SteamID in more places
don't throttle loopback connections
Minor code cleanups
More minor cleanups
Check allocated edict count before allocating more
this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
Fixed build warning spam due to duplicate files in project on Linux
Make Entity:IsOnFire return false instead of nil
Update .gitignore & build related things
Build Linux game with Steam Runtime
Fixed view model hands being disconnected on SV wep switch
This is due to some specific mods and recent changes
Clear CShadowDepthView to black instead of white
Fixes garrysmod-issues/issues/6086
Fixed 2 "Parent cvar in server.dll not allowed" warnings on start up
Delete cl_soundfile
Unused, no reason to keep it.
Newline for mat_disable_d3d9ex warning
Do not print `cc_lang = ` with developer 1
Fix r_lightcache_zbuffercache 1 crashing if set after map load
Fixed yet another useless console message on game start up
"Not playing a local game"
Fixed particle-related crashes
Do not store disabled workshop addon IDs as strings
Should save some memory.
Fix BRANCH being set to `prerelease` on NONE beta clients
Minor code fixes and cleanups
Fixed many compile warnings
Fixed a small memory leak in gamemode .txt file parsing
Potential micro optimizations in localization loading
More code clean ups
Fixed a small memory leak with saving presets (preset library)
Fixed small potential memory leak with creating Lua bone followers
Stop shipping Commentary Editor for -tools
Added PhysObj:GetIndex
Add particle name to "unimplemented sprite renderer" warning
Force tool classnames to lowercase at all times
Fixes garrysmod-issues/issues/6078#issuecomment-2482015121
Apply potential filesystem micro optimization
Implement `origin` for `playlooping`/`playrandom` in soundscapes
Also 'ambientoriginoverride' for "playsoundscape"
Do not apply spawnmenu names to map NPCs in kill feed
This code is too error prone unfortunately
Pull Requests (Community Contributions)
* Micro optimization for Entity.__index
* Micro optimizations for team library
* Fixed "Bad SetLocalOrigin on gmod_hands" warning
Fix "missing sound common/null.wav" when throwing grenades
Gravity Gun consistency improvements
Fixed mass-adjusted punt forces being applied to Mega Gravity Gun
Fixed Gravity Gun forces being Launch-forces at all times for prop_physics due to a previous fix for `spin_none` physics interaction
Set the particle orientation in Editor on creation
Sets the first control point for the selected particle system preview, so they are oriented correctly from the start. Mimics how the particle previews do it in the particle list.
Fix month checking for loading screen
Remove Ep1, Ep2 and Lost Coast mounting
All of those are now part of the Half-Life 2 mounting option
Rename "Operation was aborted by an application callback" error
Fixed some more crashy issues with particle constraints
Added ability to override precipitation particles
It will not be functional yet due to networking changes being required
Try to fix link issue on Linux
Added particle-based func_precipitation types
Added missing materials for legacy Ash precipitation type
Implement precipitation blockers
These will not work yet, because networking incompatible changes are required.
Also added Cull by Model and Cull by RT environment particle operators
Added light_directional & some other VRAD changes
There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements, but I couldn't find any differences.
New inputs to game_text and game_player_equip
SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2 for game_text
TriggerForAllPlayers and TriggerForActivatedPlayer for game_player_equip
Added skybox_swapper entity
Remove scratchpad from game builds
Also remove bloodspray concommand
Added 2 new spawnflags to env_player_surface_trigger
Do not IsValid the ident in hook.Add/Remove
The check was added solely to print an error for invalid types, but NULL entity is still an entity
Fix weapon spawnmenu autorefresh adding icons to nil parent
ClientSignOnStateChanged is no longer called for HLTV clients
util.IsValidModel uses meshcount to determine useless models
If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
Only use networked velocity for entities that set it serverside
Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked
Make particle preview background slightly lighter (32,32,32)
Fixed more crashing issues to do with particles
Fixed crashes to do with NPC:TaskFail
Apply vprof changes from x86-64 to do with ThreadId_t
Fixed DrawOverlay not running clientside
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fix more potential crash issues to do with particles
Fixed .gma whitelist being different between game/gmad
Update net.lua - comment typo
Add all missing Portal 2 map icons
More particle system changes from CS:GO
Endcap particle stuff.
New parameters for all operators:
"operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state"
Particle intitializer updates from CS:GO
"scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere
"randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation
"shuffle" and "linear" for C_INIT_RandomSequence
"use particle count instead of time" for C_INIT_PositionWarp
"Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath
"collide with water" for C_INIT_LifespanFromVelocity
Internal changes to certain particle initializers from CS:GO
Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops
New options for rope particle renderer
"texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
DMX versions 3,4,5 tools support (datamodel.dll)
Allow loading PCF version 2 in tools
Particle system changes from CS:GO
Many potential crash fixes
Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay
Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane
Added new particle constraint: C_OP_BoxConstraint
Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes
Particle initializers updates
"Particle Increment Amount" for C_INIT_CreateFromParentParticles
Various small optimization changes
Added new particle operators
"Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground"
More particle operators
Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators
New parameters:
"additive" for "Noise Scalar", "Noise Vector"
"output field" for C_OP_ColorInterpolate
"output is scalar of current value" for C_OP_DistanceToCP
"rotation field" for C_OP_OrientTo2dDirection
"output is scalar of current value" for C_OP_RemapDotProductToScalar
Added even more particle operators from CS:GO
"Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity
"use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath
Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path"
Particle initializer additions
"Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache
"end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints
"randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath
"reverse warp (0/1)" for C_INIT_PositionWarp
Added "emit to maintain count" particle emitter
FIxed crashes with particles getting insane particle count
This was due to "emit noise" emitter
Remove unused field from C_OP_NoiseEmitter
Matching CS:GO code, it was never initialized.
Fixed some props in Portal 2 appearing rainbow-y
A hack to not use missing shader combos
emit_continuously additions & changes
Added fields "emission count scale control point" & "emission count scale control point field"
Added "emission_start_time max" to "emit_instantaneously"
Enable DMX versions 3, 4 and 5 loading
Mostly intended for PCF, saves still as version 2.
This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers)
Make Alyx as sniper in episodes appear as Alyx in killfeed
Display a non halting error when teamID would not network correctly
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
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Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Exclude gmod.exe from srcds win32 deploys
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes