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356 Commits over 580 Days - 0.03cph!

17 Days Ago
Fix gamemode settings being missing in main menu
17 Days Ago
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17 Days Ago
Fix merge error
17 Days Ago
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 Rename "playermodel_selector" to "open_playermodel_selector" So that one workshop mod doesn't freeze the game Ship the gfx folder in the correct depot, sigh
17 Days Ago
Remove cl_threaded_client_leaf_system It was disabled in 2016. Do not break Lua created hidden/unregistered convars
18 Days Ago
Fix branch specific compile error
18 Days Ago
Fix compile error I forgot to press CTRL+S when last minute renaming
18 Days Ago
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 Make Hammer use gmod.exe when generating GameConfig.txt 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 Fixed a crash with ConVarExists 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 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! Remove commedit.dll from sdktools 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
21 Days Ago
hl2.exe => gmod.exe
24 Days Ago
Port "Fix compile errors" from main
24 Days Ago
Fix static prop bounce not working due to uninitialized scale
25 Days Ago
Added `-softenCosine` for VRAD 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
25 Days Ago
Temporarily re-add old SWEP localization tokens More work towards `-StaticPropBounce`
26 Days Ago
Updated TTT Russian localization (Community Contribution) Improve DButton center alignment X-axis text inset handling Fix "Invalid string command" false positive Implement `-StaticPropSampleScale` & `-StaticPropBounce`
26 Days Ago
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
27 Days Ago
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 )
28 Days Ago
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
31 Days Ago
Try to fix linux compile
31 Days Ago
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 mounted
32 Days Ago
Fix build error
32 Days Ago
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
34 Days Ago
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.
34 Days Ago
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
35 Days Ago
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"
38 Days Ago
Do not store disabled workshop addon IDs as strings Should save some memory. Fix BRANCH being set to `prerelease` on NONE beta clients
38 Days Ago
Bump DMX memory allocator limit for 64bit builds Fix crashes in 64bit particle editor when editing anything Fixed particle-related crashes
39 Days Ago
Revert "Added 32bit holly lib" It doesn't actually work, I was testing the 64bit version because the launcher auto selected it, oops
39 Days Ago
Added 32bit holly lib
39 Days Ago
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
39 Days Ago
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 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 Stop shipping Commentary Editor for -tools
39 Days Ago
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 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 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
39 Days Ago
Fixed .gma whitelist being different between game/gmad Update net.lua - comment typo Add all missing Portal 2 map icons Fix more potential crash issues to do with particles Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles 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
39 Days Ago
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) 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 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" Branch specific compile fixes Build 64bit particle editor
46 Days Ago
Fixed 32bit builds crashing when creating decals on certain models
46 Days Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent
47 Days Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
47 Days Ago
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48 Days Ago
Fixed DrawOverlay not running clientside Attempt fix filesystem threadpool again
48 Days Ago
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 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 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 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 Update windows build scripts to have proper titles Builds 32-bit version using v142 tools as well And also build LuaJIT with specific toolset Fixed crashes to do with NPC:TaskFail Potentially fixed Linux SRCDS async file IO Potentially fix vprof on Linux SRCDS
2 Months Ago
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2 Months Ago
Delete -vpfix from studiomdl.exe Has unwanted sideeffects StudioMDL: Fix models with more than 65k vertices breaking up Merged some changes from CS:GO's studiomdl Add support for BONE_HAS_SAVEFRAME_ROT32 Fixed animations from newer mdl versions not playing in GMod Move default console position to the left a bit So it does not obstruct certain UI elements by default Fix "nav_blocked" event not being registered Prevent crashes to do with removal of world entity (another method)
2 Months Ago
Adjust how we disable self-unblocking for Lua-blocked navmeshes Adds NAV_MESH_BLOCKED_LUA Navmesh auto-blocking checks now run on map start/cleanup Makes certain code that was meant to run on map cleanup to actually run now. Also updates blocked status of nav areas on map load TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932 +1 the month in the server browser last played Iterate over Server Browser Last Played marker Also localize the string
3 Months Ago
More sensible defaults for 360 controller bindings $eyeposition and $illumposition are now affected by $scale Block gui/input.SetCursorPos while main menu is open Fixed regression with nav_update_blocked concommand Make gui.HideGameUI work more like the hook Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times. Temporarily disable 24BPP optimization for .png/.jpeg loader
3 Months Ago
Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway Fixed duplicated constraints making Lua errors sometimes Resolve memory alignment issues with 24bit images (.pngs, etc.) TF2 new map icons/category + adjust some dark ones Also fill the texture with white color if freeimage fails This is for .png image loading Adjust VRAD's -dumppropmaps TGA output to be correct Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs. Restore gui.HideGameUI for menu state VRAD displays lighting mode in the log (HDR vs SDR) VRAD static prop lighting HDR related changes Only output .tga files for LDR compiles Only output .pfm files for HDR compiles Compile HDR .ppl files, without overwriting the LDR ones Swap-in HDR static prop lightmaps when HDR lighting is in use Fixed impaled NPCs not appearing in the kill feed Pull requests * Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu * Added missing localization string for German langauge in TTT * Reduced net.WritePlayer bitcount based on server's maxplayers
3 Months Ago
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 Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib) Make "force open main menu" warning an informational one (Community Contrib) Also make it use a localization string RPG entering water does not slow down Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero) Don't display "Vehicle X has invalid wheel attachment" for airboat Use localization strings for Legal tab in Options Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt Code cleanup Refine sv_max_userinfo_rate further Hopefully this fixes issues on map load "Start Disabled" spawnflag for env_projectedtexture The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code. Restore missing options in env_projectedtexture in Hammer Also rearranged useful options to the top, added browse texture button to the texture keyvalue env_projectedtexture Toggle input Added ProjectedTexture:Get/SetNoCull() Mount folder addons before Workshop system Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH
3 Months Ago
Bump `cvarlist` buffers from 128 to 1024 Use the #classname for Sandbox editors and Bouncy BALL Localize stuff added by game_hl2.lua (Partially Community Contribution) 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 Fixed wrong translation string used in recent changes (oopsie) Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
3 Months Ago
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 combine_intmonitor props with extra skin gmad.exe allows .vtx files again Try writing current git branch to garrysmod.ver 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 Jalopy model with adjusted correct suspension travel
3 Months Ago
func_smokevolume removes particles when dormant 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 Don't try to enable loading screen on linux srcds (compile fix) 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) Fixed Entity:ManipulateBoneJiggle type `2` non functioning Mention valid sample rates in "Invalid sample rate X for sound Y" warning 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 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 Only drop physics gun held props from Lua Episodic models for Combine Dropship and Mossman They should contain all animations for all 3 games.
3 Months Ago
Display a message when force exiting due to OOM issue Update .gitignore Reduce .sav buffer down to 12M (from16) to fix a crash
3 Months Ago
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 Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png Case sensitive include (Linux compile fix) 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 Improved particle properties panel https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png Improve tools scrollbar styling Fixed a typo in the name of NPC:SetIdealSequence Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called Added "use local space" to "Position Within Box Random" particle init 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.