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363 Commits over 611 Days - 0.02cph!

Yesterday
Update FGDs to include gmod specific additions rollermine spawnflag, beam_spotlight SetColor Prevent singleplayer tool ghost from saving in saves as a prop gmsave.SaveMap now respects Entity.DoNotDuplicate fully Update gmod.code-workspace Merged Pull Requests * Use render.PushRenderTarget instead of render.Get/SetRenderTarget * Main menu news panel now has rounded corners * Added ability to copy sandbox tool class names via right clicking Pull Request - Improve skypaint matproxy performance Do not crash with "bad inline model number", show a warning Pull Request: Replacing CPanel:AddControl calls from Sandbox Pull Request: Do not penalize full servers in the ranking Since we now have a way to queue to join the server if its full it makes even less sense to penalize them. Pull Request: Micro optimization for ents.FindByClassAndParent Increase MAX_MAP_BRUSHES from 16384 to 65535 Expand "Map %s is missing" disconnect in the other place too It wasn't displaying the info about cl_downloadfilter. Display HTTP error when FastDL fails and its not a 404 Fixed the game not downloading maps if bz2 version exists locally Unify how ITex/IMat:GetColor pushes color to Lua Merged Pull Requests * Do not display effect rings with Gravity Gun equipped * Update jQuery and reduce reliance on it in main menu, as well as lazy load images * Added math.IsNearlyZero and math.IsNearlyEqual Fixed some compile warnings Merged Pull Request: New Color methods * Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table * Added HWBToColor * Added COLOR:ToHWB() * Added COLOR:GetHue, SetHue, AddHue * Added COLOR:GetSaturation, SetSaturation, AddSaturation * Added COLOR:GetBrightness, SetBrightness, AddBrightness * Added COLOR;GetLightness, SetLightness, AddLightness * Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness * Added COLOR:GetBlackness, SetBlackness, AddBlackness Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive
Yesterday
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 Restored "JellyFish" shader Compiled shader files 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 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 "starlayers" to env_skypaint in the FGD Also mention the skybox texture name requirement in the description.
6 Days Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now
7 Days Ago
Try disabling changes to game.cleanupmap
7 Days Ago
Fix compile error on linux
7 Days Ago
Update GHA script Update x86-64 script too
7 Days Ago
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 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) 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) Added `viewid` to render.GetViewSetup Fixed a server crash exploit to do with malicious packets 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 Fixed bone manipulations being changed on level transition Fixed camera entity losing its keybinds on level transition Fix merge errors
48 Days Ago
Fix gamemode settings being missing in main menu
48 Days Ago
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48 Days Ago
Fix merge error
48 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
48 Days Ago
Remove cl_threaded_client_leaf_system It was disabled in 2016. Do not break Lua created hidden/unregistered convars
49 Days Ago
Fix branch specific compile error
49 Days Ago
Fix compile error I forgot to press CTRL+S when last minute renaming
49 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
52 Days Ago
hl2.exe => gmod.exe
55 Days Ago
Port "Fix compile errors" from main
55 Days Ago
Fix static prop bounce not working due to uninitialized scale
56 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
56 Days Ago
Temporarily re-add old SWEP localization tokens More work towards `-StaticPropBounce`
57 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`
57 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
58 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 )
59 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
2 Months Ago
Try to fix linux compile
2 Months 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
2 Months Ago
Fix build error
2 Months 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
2 Months 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.
2 Months 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
2 Months 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"
2 Months Ago
Do not store disabled workshop addon IDs as strings Should save some memory. Fix BRANCH being set to `prerelease` on NONE beta clients
2 Months Ago
Bump DMX memory allocator limit for 64bit builds Fix crashes in 64bit particle editor when editing anything Fixed particle-related crashes
2 Months Ago
Revert "Added 32bit holly lib" It doesn't actually work, I was testing the 64bit version because the launcher auto selected it, oops
2 Months Ago
Added 32bit holly lib
2 Months 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
2 Months 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
2 Months 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
2 Months 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
2 Months 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
3 Months Ago
Fixed 32bit builds crashing when creating decals on certain models
3 Months Ago
Fix weapon spawnmenu autorefresh adding icons to nil parent
3 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
3 Months Ago
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3 Months Ago
Fixed DrawOverlay not running clientside Attempt fix filesystem threadpool again
3 Months 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
3 Months Ago
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3 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)
3 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
4 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