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257 Commits over 397 Days - 0.03cph!

3 Days Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
4 Days Ago
Move notification step to deploy job, propagate to other branches as well Gravity Gun doesn't delete Physics Objects it didn't create Give debug name to physics objects created via Lua & models scaling For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale Fixed NPCs spawning sprites sometimes causing artificial refs on the material Hammer support for sent_ball To serve as another example of Lua entity in Hammer
4 Days Ago
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode Let's try adding a Discord webhook on build finish
5 Days Ago
Merge scripts/talker/* with episodes
5 Days Ago
Fixed some more compile warnings Bump game_text max duration to 1 hour Block scriptenforcer.net as it's being abused now Default "skill" to 2 (normal) Fixed a crash to do with soundscapes after map cleanup Fix "skill" cvar affecting non NPC damage to player
6 Days Ago
Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
7 Days Ago
Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
10 Days Ago
Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes. Apply the fix for NPC death animation blending garrysmod-issues/issues/5891
11 Days Ago
Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models.
12 Days Ago
Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players
13 Days Ago
Use network origin/angles for clientside physics objects
13 Days Ago
Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now
14 Days Ago
Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info
14 Days Ago
Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash
17 Days Ago
Actually apply the fix for division by 0 :pensive:
17 Days Ago
Fix potential division by 0 when parsing MP3 files
17 Days Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
18 Days Ago
Fixed RegisterMetaTable still creating a new table Try to encourage models to be unloaded on disconnect Minor cleanups Block path concommand Fixed unmounting GMAs leaving behind empty folders internally Fixed whereis sometimes not finding the culprit workshop addon
19 Days Ago
Fix my fuckup
19 Days Ago
Temp hack for vgui.GetAll when it doesnt exist
19 Days Ago
Added temp polyfill for RegisterMetaTable Improve server-only scaled physics prop trace hit detection Do not PurgeUnusedModels before mounting BSP content Properly fix modelscale bounds - they were doubled from scaling PhysObjs Release materials created by surface.GetTextureID clientside Hopefully the clientside-only part solves issues people had when destroying these textureIDs Prevent "unknown material" spam on disconnect due to recent changes Fixed Entity:SetModel and util.PrecacheModel leaking mdl refcounts
20 Days Ago
Fix FollowBone not working correctly again
20 Days Ago
Fixed a bunch of possible crashes with Vehicles pre-spawn Afternative fix for timers during timing out Alternative fix for Entity:FollowBone
20 Days Ago
Make PhysObj:GetFrictionSnapshot start at index 1 again Fixed crashes when point_template is used improperly Expose steamworks.GetList/FileInfo to serverside Kleiner model with merged animations Vortigaunt models with merged animations Include Episode 2 floor turret models for its skins & gibs Enable Episodic behaviors for vortigaunts Fixed crashes when certain models are spawning gibs Models from other games that may reference non existent gib types Fixed logic_collision_pair not really working at all when spawned by map Improve kill feed NPC names for map spawned NPCs like rebels Episode 1 intro fixes Episode 1 wake up fix Fixed UnmountServerAddons not working without gmod_unload_test Change where clientside think is called from This does NOT affect the Think/Tick hooks clientside, but DOES affect the following Lua systems: * timers * HTTP requests * async file reads * net messages Ideally there should be no noticeable changes, but these systems will now run correctly when not receiving pakcets from the server. Fix filesystem not being able to seek above 2GB in a file Error out and do not mount addons over 4GB Everything under should work with previous commit. Block servers from modifying fov_desired Warning on model scales of 0 or below Fixed gibs clientside not initializing their scale to 1
20 Days Ago
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20 Days Ago
EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID) Display an error in console when addon file list has failed to be read completely Removing dead/redundant code from SENTs env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled Fix clicking a TextEntry sometimes setting invalid caret pos Load model from keyvalues before setting error.mdl on anim SENTs Ignore \n in player names too Move certain "hexed" models to fallbacks VPK Fixed env_zoom not working sometimes, and not undoing itself on removal Include modified Alyx models that include animations from episodes Get rid of "env_sprite is rendering non sprite material" warning It's too spammy Entity:Set/GetPoseParameter now can accept numbers instead of strings Entity:GetPoseParameterRange can now accept string instead of a number Fixed Entity:FollowBone not working with boneID 0. Fixed SoundDuration returning wrong values for MP3 files It was a sneaky bug in the MP3 parser It's still an approximation, but it is very close now. (+/- 0.1s) Also make it skip ID3v2 data Fixed .wav SoundDuration being off by number of channels on srcds
20 Days Ago
Let's try this again: unload unreferenced materials in more places This is aimed at making sure content from maps is unloaded before content from another map is loaded Merge clientside and serverside physobj scaling code Update button spawnicons to face the camera mat_viewportscale tiny value Problem Remove unintended label from HL2 spawnlist Fixed stray "Other2" category name fallback in spawnmenu Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed ) This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow Speed values of 0 or below mean do not allow movement. Added RegisterMetaTable( name, table ) "anim" type SENTs move physics objects clientside for you Hopefully this will not cause any issues surface.PlaySound can accept soundscript names clientside This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all. sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods.
20 Days Ago
Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol) Gibs inherit model scale of scaled props Change clientside physobj scale to trigger from Activate() Fixed scaled props scaling collision bounds twice Added CLuaInterface::RegisterMetaTable Fixed DMenuOptionCVar resetting from cvar too early in certain use cases Fixed crashes due to recent changes to gib system Fix merge errors & some GO TODOs
20 Days Ago
Remove file.AsyncRead from menu state entirely, since its broken anyway Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader concommand autocomplete tokenized arguments argument Port hack for Portal 2 .wavs that are actually .mp3s Remove Episode 2 exclusive soundscapes from gm_construct Added new shader parameters to `Core` shader $ENTITYORIGIN $DIAMETER (They are case insensitive)
20 Days Ago
Complete vphysics sources from 32bit builds Added optional argument to NPC:StopMoving - immediate (defaults to true) Prevent invalid input to render.DrawWireframeSphere Fixed a long freeze on disconnect from maps with huge nav meshes Added Entity:GetBoneFollowers, new argument to Entity:CreateBoneFollowers Entity:CreateBoneFollowers( table of bone names ) Throw errors when ColorToHSL/ColorToHSV/physenv.SetPerformanceSettings gets not a table Bone follower support for AI and Nextbot SENTs Added Entity:Dissolve( type = 0, magn = 0, orign = EntOrigin ) Added a 3rd argument for PathFollower:Chase - cost function Added NPC:Set/GetStepHeight GMad.exe: On windows, pause on error when using drag'n'drop Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance Restore HL2 use sounds with `gmod_suit 1` Added ability for traces to use a table of class names as filter They can be mixed and matched with entities as well. Restore angle alignment stuff for +use pickup Print games that are mounted to console (like folder addons) with developer 1 Traces now have "whitelist" input property This will turn the table filter into a whitelist, rather than ignore list. This will NOT affect function() filters Added "hitclientonly" option to trace functions clientside Fixed Static/Dynamic/Physics not being correctly displayed in Hammer due to recent changes Added new data to util.GetModelInfo MeshCount, BoneCount, Flags, StaticProp (specific flag)
28 Days Ago
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28 Days Ago
Bump MAX_LOGGING_MESSAGE_LENGTH to 4096, matching main Fixed warnings on changelevels on 64bit builds
34 Days Ago
Fix detail.vbsp being broken by git merge
34 Days Ago
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 Fixed crashes when deleting nav ladders Added some existing models to the Lamp Tool 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 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 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 Remaining spawnicons for HL2 props shipped with the game HL2:Episode 1 spawnicons FIxed Spawnicon Editor move speed not loading on open EP2 Spawnicons Updated spawnlists to include All HL2 base props shipped with the game This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
34 Days Ago
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 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 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 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.
34 Days Ago
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34 Days Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID 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 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 up missing materials of some of the detail.vbsp models 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. 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 Fixed merge failure
2 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
2 Months Ago
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2 Months Ago
Fixed crashes with NPC debug features 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
2 Months Ago
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2 Months Ago
Unhide sv_maxunlag convar Minor adjustments to server browser filter UI You can now click the filter text to tick the checkboxes 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 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 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 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 Fixed some crashes with DSPs
2 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. 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. Minor: Init variables used in IMaterial functions
2 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
2 Months Ago
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3 Months Ago
▋▅▆▋▋▆█▊▅ ▄▅▋▉▊ ▌▅▋▅ ▇██▄▅▇, ▍▄▌▍█▍ ▉▌▊▊ ▉▇▄▊ ▌▉▇▌ ▅▇▆▆▅ █▅▋▍▅ ▌▅█ ▋▄▌▌ ▊▇█▅▅ █▇▄▌ ▅▉▅▄▇▌ ▄▊▍▋▅ ▊▍▇ & ▌▊▍█▍ ▉▅▌▇▆▌▆▅▍▊▍▍▌ ▆▇▇ ▊▊▌▌▄▄▌▋▆▊▅▋▄ ▊▉ "▅▍█▉▊▆▆ ▌▆▄▊▅' ▍▍▋▆█ ▊▍ ▅▄▅▉▌ █▇▄▄▉ ▊█▅▆▅▋▍ █▊▊'▅ █▋▉ ▋█ ▍▌▋██▋ ▅▄██▄▇▉▄▇▆ ▅▇▊▊ ▉▌ ▌▆▌▌▋▍▌▋ ▇▉ "▌█ ██▆▊▅▌ ▇▅▋ ▊▊▉▌▊▇▌" ▇▇▍▅▍ ▄▄▉▊▉▄▅▅ ▋▅▉▉▄▉▌▍▉▅▋▆ ▇▅▆▉ ▆▍▅_▉▍█▍_*_▉▊▉█▇ ▋▍▉▌▅▍▍ ▉▅▄▋ ▄█▍ ▋▅▅▌▉▍ ▌▄ █ ▊▌▉▅ ▇▆▍▌ ▉▅▉▅ ▉▊▍▄▇▅▊, █▆▅ ▅▅▄▊ ▋▇▌ ▄█▉▋▉▍▍▊ ▌▊ ▇▅▅▆▌▍▋. ▆▉▆▌▅ ▌▅▊▆█▋█▅.▋█▊ ▄█▋▍█ ▍▊▍█▉█▇▆ ▄▍▆▅ ▆█ ▅▅▍▍▊▇ ▅▇█▆▅▊▍ ▌▉ ▄▋▅▍ ▇▆▍ ▇█▉▇▋▇ ▅▉█▆▍▇ ▇█▄▉▄▉▇▊ ▅▊▆▌▉ ▉▋▍▅ ▅▆▌▅▆▌▉▇▆▉▋▆▍ ▌▍▋ ▉▉▄▄ ▅▄▇▄▉▋ ▊▅▊▋ ▆▉▅▇▆ ▄▄▅▄▊▉▆ ▌▍▉█▆▌▇ ▅▄▍ ▊▍▍▅▌ ▌▊▉ ▅█▊▉▇▅▄ ▉▉ ▌▋███▉▍▆▇█▅ !▉▌▌▉▋ ▆ ▍▆▇▅▅ ▅▉▉█ ▄▊▆▊▇█▊▆ ██▉▉▆█▄▌ ███ ▄▇▊▄▌ ▄▆▋▆█ ▊▉▍▍▍ █▆▍▋▅▋▌▉ ▇▅▆▋▊ ▌▆▆▋▋▄▉ ▄█▉█▊▄▊█ ▌▋ ▌▉▊▆▍▌▍▋▇ ▋▅▌▆▍ ▊▆▉▍▍ ▆▍▌▍▇▍▍ ▋▉ ▅▄. ▄█▊▉▆ ▊▅█▌█ ▇▄█▇█ ▆▅▊▌▇▉ ▊█▊▋▄▊▆▇▄▅▇▊ ▆▊ ▊▅▊▊ ▍▅▅▅█▌▍ ▇▉▍ ▊▌▄▋▋▉█ ▍▄▋▅▄▌▄▌▇▍█▅▋▋▄█▍▌▆▇ ▉▄▋▌▊ ▄▇▊▆▄▊▌ ▋▆▋▅▌▉▍▆ ▅▇▅▍▉▆ ▌▆▊▇▅▌▉▅ ▌▍▆ ▍▉▍▉▇▊▆▇▉█ ▉▍▍▊█▍▍ (▆▅▌ ▌▇█ ▅▄▄▌) ▌▋▇▉▇▋▌▍ ▍▍▋▋▋▌▉ ▄▋▇▆▋ ▋▋▍▉▍ ▊▄█▊▄▋█▇ ▋█ ▉▅▌ ▅▅▅▊█▍ ▆▉█▍▆ "▆▊▌▋▇▅▅▋_▋▊▊▊▇_<▇▌▆▆>" ▇▄█▍▌▌▅ ▄▉▄ ▇▄▇█▆▅▆▇ █▍▊▍▉▆▌▇▆▉▉ ▋▇ ▉▋▄▅ █▉ ▆█▋ ▊▋▋▅▌▋█▅█ ▉▅▍█▇://▉█▉▅▅.█▉▊▉▌▊▋▇▆.▆▌▊/▍▌▋▆▍/▆▇█▄▍▅▄▍/▉█▅▇▉▋▌▇▄▄.▅▍▅ ▌█▄█▆▌▉ ▍ ▆▄▋▄▉▅▅ ▋▅▉█ ▉▊▆▆▉▍ ▋▉ ▍▇▌▌▉▇▌▇ ▌▇▊▋▆ ▉▄▇▇█▇▍ ▉ ▋▊▍▉▊▇█ ▊▆█▉ -█▆▊▊▇▅▅▋▋ ▌▆▇ ▉▌▆▄.▊▍▌ ▅▉▌▄ ▆▊:▌▇ ▌▍▇▋▊ ▍ ▄▆▍▌▇ ▍▅ ▆▊▆ ▋█▆█▊█▆ ▌▊▇ ▇▍▊▆█▍'▉ ▋▆▌ ▇▄▊ ██▉▇▆▆ ▍▊▍▍▉://▆▋▇▇▊.█▊█▄▆▉▅▊▊.███/█▍▌▌▊/▋▌▄▅▅▄▉▋/▊▇▄▄▍▊▉▅▅▌.▅▌▍ █▌▆▌▊ ▋▌▉▆▍ ▅▋ ▊▄▉ ▇█▇▉▍▇▉ ▆▅▊▋ ▌▌▇▆▄▊ ▍▊▇▄ ▋▇▉▇▋ ▅▇█▌▆▇▉ ▄▋▊▉▊▍▊▌▊ ▅▅▍ ▍▍▅▍ (▌█:▋▍ ▊█▉▅▋▆▅) ▅▅▋▆▇▇▆▌ ▉▊ ▉▄▄▄▉█▉, -▅▉▇▌▄█▉█▉█▌▊▅█▋▇ ▌█▊ -▌▍▌▉▋▄▉ ▇▇█ ▋▌▅ ▍▍▍ ▆▌▇▅▋▅▋ ▌▍▇'▆ ▇▅▋ ▊▅▊▍▊▊ ▇▄▊▋█▄▆▄▌▉▋▊▆█ ▉▉▉ ▆▌▊▅▄▊.█▌ ▅▅▉▋▉ ▆▆▆▇▊ ▅▆▉▊▊▍ ▋▍▇▊▉▅▋ ▆▅▊▇▄▍█▇ █▆ ▌▇▍▋▆▇ ▇█▇▌▌▇▆▍▊▅ ▋▇▄▆▌ ▇ ▍█▇▊▌ ▌▆▇▌▆▋▄ ▋▆ ▊▆▉▊▄▅ ▅▇▌▌▌ ▋▊ ▌▆▅ ▆▆█▉ ▇▉█ ▊█▉▆▄▍▉ ▊▆▆▇ ██▌ █▅ ▊▅▊▉█ ▋▄▅, ▇▄▋ ▍▉ ▊▅▍▅▌. ▍▅ ▉ ▍▄▇▆▆▊▉▇▇ ▋▆▌▄ ▋█▋ ▍▍▌█▇, ▌▄▆ ▊▅ ▊▅█▇ ▊▌ ▇▊▊▄▇▇ ▆▅ ▉▌▍▆ █▅█▌ ▊▆▅▌▄ ▋▆ ▄▄ ▄▊▄▄ █▌▄ ▅▇▉ █▄▇▇▊ ▋▋▌█ ▍▌▋█, ▋▋█ ▆▆ ▌▌▉ ▇▊ ▄▆▊ ▆▅▅▍ ▌ ▅▄▉▍▋▇▌█▅ ▆▌▋▅▆▇▅▇, ▆▄▊ ▌ ▇▉▍▄█▆▅▍ █▊▋█▄ ▊▊▍▋▍▄█▋ ▊▉▋▊, ▉▌▍ ▉▌▌▅ ▇▄▌▉ ▉▌▇ ▄▊▉ ▊▊▅▆▄▉▊▆ ▉▆▍ ▅▄ ▊ ▍▆▇▍█▆█▊. ▌▉▅▍▌▅ ▇▌▊▄▋▆▍▍▊_██▇▆▆▆_▉▆▆▍▅▉▇.██▊ █▄▄▌▉▅▅ "▊█▍▋▊▌▇▌▊▄▊▍▉▄▍ ▅▇▆▇▌▍▊▊▍▇▆█▇▅▍▄▄▇▆▊▌▇" ▉▍▇▌▄ ▉█▋▉▌▉.▉▍▊▊▅▆▅▍▌▍▇██▄▋▋▍▉▉ ▆█▄▋▋▆▄▄ ▍▅▅▆ ▌▇▍▋▅ ▆█▍ ▅▅▊▄█▆ ▉▍▋▇▌█ ▅▍▊▅ █▆▍▇ ▅▅▆▌▊▊ ▉▄ █▆▉██▉█ ▄▋▄ ▆▉ ▋▄▇▉▇▋▄ ▌▊▌▇▍▇▅▌ ▄▍▌▇▋ ▊██ █▋▇▍ ▊▉▊▇▇▍▇ ▉▄▋▊█▍▊▋█▊▍▉ ▄▇▋ █▄▌▊█▌▇ ▉▌▋▍▋█ ▆▄█▍ ▄▍▊▋▆▇██▅▍▄▌▉ ▅▇▊▌▅ ▉▉▊█ ▉▅█ ▍▌█▆▅█▇▆▍ ▉▄▊ ▄▆▋█▆ ▇▌▇▋▇▉ ▊▄▊▅█ +/- ▌▆▉██ ▆▇█ ▍▆▍▉▊▊ ▉▊▆ ▄▌▍▋▅█▅▊▌ ▋▉▆▋▅▉ ▆▌▇▊ ▄▉▆▋ ▌▇█▄▇▇▊▄▌▍ █▄ ▌▆▋▋▌-▇▌ ▉█▋▅▅ ▄█▆▋▇▌▊ ▊▌▄▄ █▊▇▌▇▆▋ ▋▆▇▅▋ ▄▅▉▋▊▋▊▆▅ ▅▆ ▍▌▄ ▍▋▍ ▇▋ ▅▋▆▆▄ █▉▉▇▋▄▍ ▌▌▋▆▉▋ (▄▍▌▅ ▋▌▇▇█ ▍▆ ▇▄▋▍▉▍/▍▌▍▉▇▄▆▇▉▅), ▆█▅▅▌▇ ▍▌▇▍▄/▍▇▌▊▄/▉▆▄▋▆ ▄▆▍ ▋█▊▅ ▋▍▊▌ ▆▋ ▅▍▇▋█ ▍▄▍ ▉▊▍▄ █▄▌▆█ ▍▇▋▌▆▆▆██ .▋▌▄█ ▆▅▋▉ ▋▋▋▋▌▄/ ▋▆ █▊▍▋▍/▉▆▉█▊▉█▍/ ▍▋▅▇ ▍▆▅▌▄▇▋▇▍▇ ▅█▊▅ ▆▄▊ ▋▉▆ ▋▉▆▉ ▉▍▊▊▆▊ ▌▄▊█_▌▌▉▇█▆▅█▍▆▅ ▄▌ █▆█▇ ▅▅▌▉ █▄▊▇▅▋▅ ▄▇█▅▌▅ ▆██▆▇▇▅▇▉ ▍▇█▅▅▇▋, ▇▊▌▌▌▇▋▌ ▍▇█▍▇ ▊▋▄▆▊▅▌▍▄▌ ▋▋▆▍ ▄▇▍▍▉▌▇ ▄▌▆ ▄▇▍▊▊▆▄▌▅, ▄▍▅▇ ▅▉▍█▌▆▋ ▅▄ ▊█▋▉▄ ▇▍ ▅ ▄▊▍▋▆, ▆▆▅ ▇▌▌ ▌▉▆▄▌▍▌█ ▉▇ ▉▋▄▅▍▊█ ▍▅▆▊▍▄▄▇▆ ▊▌▆▋▇█▇▍ ▆█▇ █▌▉ ▅▍▇▋█▌▍▊ ▇▊▋ ▆▆▊▅▍▉▆▊. ▊▇▍ ▅▌▄▄▇ ▄▌█▆▄▄▉ (▄▋▉▆ ▉█▆▄▉▊▍▄▆▋▋) ▇▌▅ ▋▅▆▆ ▋▉▋██ ▌▋▌▇▊▅▊ ▊█ ▇▇▋▆▇▆█▉▌ ▍▋▊▇▉▉ & ▅▇▌ ▆▋▄ ▄█ ▄▄█▆▊▆▇ ▍▊▄▆ ▄▉█▉▋▍ (▋▅▋▌▋▋ █▆▇▆▇ ▆█▌█▆▌ ▋▅ ▍▄▋ ▆▉▍▅ ▊▄█ ▄▋▌▅ ▆▄▌) & ▇▊▆ ▆▍▄▇ ▄▍▊▅▆▌▋▊▋▇ ▌▍▍▍▆▌: ▊▅█▋▆▉▉▅ ▆▌▉▍ ▆█ "▌▄▍█" ▅▉▆▍▇▆ ▊▇▍ █▆ ▆▄ ▍▅▋▉ ▅▉ ▇▄▉ █▉▍ █▆▌█▆█ ▋▄▉▋ ▊▉▋▋: ▅▄▍ ▉▄▌▍ ▋▊▌█ ▌▋ "▉▊▇▉▄ ▋▍▍▍▌▌ ▋▄▉▆█▆ █▆▌▇▇▆▅" ▄█▊▄▊▊▄ ▄▇▊▅█ ▅ ▅▊▌▋▋ ▆▆▄▋▄▆▋▇██ ▆▍█▆ ▇▆▉▊▄▍ ▇▇▌▌▇
3 Months Ago
▆█▌ ▄▆ ▅▆▉ ▊▇▇▆▊█▌ ▆▉▅▋ ▋▄▉▆▇▆ ▍▍▆▌█▊▉ ▆▇▉ ▅▊▊▉█▇ ▆▆▌▉▌ ▍▆▊▌█ ▆ █▋▇▊▅ ▉▌▆▅ ▍▊▆▊▋▍:▆▍▊▊▌▊▆▇▌▇█▋▇▍▊▉▄ ▄█▅ ▉▄▍▄▄▌▇ ▆█▊▍▅ ▌▌▋▇▍▆▊▉▅ ▇▉▆▊▋ █▆█ █▉▆ ▆▉█▆▍▊▉:▍▇▄▍▆▇▇▍█▆() !▇▊▌ █▌ ▍▆▉ ▋▇▆ █▄▋▍▄▋▌ ▆███▆ ▊▊ ▆▅▇ ▆▌▇▌▍▍ ▅▋▋▌█ ▊▅▊▅▇▆ ▉▆▆▍▆▊█ ▋▄▌▌▇▅▋ ▉▋▌▆▌▍ ██▄▊▅▆ ▍█▉▇ ▋▆▍'█ ▅▍▍ █▄▆▌▅▍▅▇ █▊▄▌▍▇ █▇▇▋▄▆▊▋ ▍▊▄ ▅▊ ▄▉█▋▊▊ ▋█▅▊▅ ▇█▍_▆▋▊▌▊_▊▍▇▍▉ ▊▄▋▇ ▊▅ ▉▌▍▆ ▅▋▄▍█▆ ▅▌▆▊ ▆█▉▇▇▄▇ ▋█ ▉▋▊▊▌▄▉▍ █▌▄▄▆▇ ▆▋█▋▋█, ▇█ ▄▅▇▆ ▅▉█▍▉▋▋█ █▉█▅▅▌▍ ▆▊ ▄▅▉▍▅ ▇▉ ▌▇ ▊▇▄▄▊▉▆ ▉▍▍█▉ ▆▆▇▌ ▌▊▇▇▉ ▌█▅▌ ▄▍▋▇▄ ▅▌▄▆▅▇ ▇█▍ ▌▌▉▍▍ ▋▅▌▌ ▆▄ ▆▊▆▉▋ ▋▍▍▆ ▊▊▉▆ ▍▌▊█▍▄▍ ▉█ ▋██▄▍▉▇
3 Months Ago
Bump .exe version 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. 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... 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 Fixed a crash due to missing attacker in player takedamage hook
3 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 Actually just don't bother trying to read 0 bytes from a file Fixed a crash with NWVars "Remember my choice for this server" is actually remembered for NO For the session only 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. 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.