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659 Commits over 1,096 Days - 0.03cph!

5 Hours Ago
Add debug output to VPC warning
5 Hours Ago
Fix MacOS not rebuilding VPC
5 Hours Ago
Merge some changes from main * VPC change, minor VPC script changes * Fixed tier1, tier0 exclude VPCs causing warnings during project gen
Today
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders Fixed clients getting stuck on loading screen sometimes * CNetChan::UpdateSubChannels() used integer math to decide how many fragment packets to send, the default value wasn't a multiple of the FRAGMENT_SIZE, so the last fragment was basically discarded. Now we account for that by ceil()-ing the number after calculating it using floats * Changed net_maxfragments to be a multiple of FRAGMENT_SIZE (28000=>24576) Fixed re-selecting ragdoll with Faceposer corrupting values Fix workshop support when Steam throws errors * When Steam throws errors during subscription info gathering. Prevent corruption of the net channel due to fragments * Perform some self-tests when sending fragments over the wire. * Especially if some brainiac decides to bypass net_maxfragments limits Make concommand.Add errors non halting Combine mines ignore dead players * Also changed where "ignore players" setting is checked for hopefully more performance. Minor changes * Make "Growing CNetChan Buffer" a DevMsg, not DevWarning * Fix "Corrupted fragment start marker!" detection Fix Faceposer creating one extra convar * Its 0-95 for 96 total, not 0-96 for 97 total. Added physenv.Set/GetTimeScale() - shared * `physenv.GetTimeScale` functions will NOT take `(cl_)phys_timescale` into account, similarly to `game.GetTimeScale` and `host_timescale` Improvements for CustomAmmoDisplay support * Adds support for "SecondaryClip" in CustomAmmoDisplay table.
5 Days Ago
Turn host_state.interval_per_tick into double * Fixes 64bit builds specifically truncating curtime to floats
5 Days Ago
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
6 Days Ago
Fixed regression with PhysicsCollide hooks double support internal variable entity funcs Nullout solid_t on creation Fixed a crash with ragdolls when spawning in teleport triggers
7 Days Ago
network_test changes
7 Days Ago
Fix airboat camera always forcing view forwards Try to improve APC sounds * Fixes missing boost sound, fixes high speed slowdown not playing, fixes resume gear sounds not playing Fixed some oopsies with recent changes that break ents.Iterator
8 Days Ago
Fix prediction errors with finger poser & duplicator Fix more prediction errors * Bugbait right click Include missing SLAM sounds as fallbacks Fixed light origin on base view models * Fixes the view models going just black when crouching or hugging a wall Apply ragdoll light origin change to player death ragdolls Fixed studiomdl crashes with .smd files accessing OOB bones * Apparently SMG1 view model sources are corrupted and crash studioMDL * This happens when .smd file tries to apply animation to a bone that is out of bounds Minor studiomdl cleanups
8 Days Ago
Disable static prop physics scaling for this beta * This vphysics version really doesn't work well Remove duplicate m_flTimeWeaponIdle in prediction table Remove obsolete strings from garrysmod_english.txt Minor cleanup Limit render.ModelMaterialOverride to non depth passes * render.ModelMaterialOverride will no longer override current override type Fixed prop spawn effect in depth pass with parented props * bonemerged weapons on NPCs was breaking depth pass Fix DrawModel call arguments in base game Lua code * Nextbots, SNPCs, TTT SENTs, some other bits
11 Days Ago
Minor cleanups Make spawnmenu APC indistructible * Adds new ability for vehicles in spawnmenu to set health. Make APC gibs actually despawn like intended Add fixed APC gibs models * Fixed light origin and hitboxes for the fire effect Move prop_vehicle_apc string to .properties
11 Days Ago
Fix a typo in base.fgd ambient_generic APC/Jeep updates underwater state for the driver Update "Failed to allocate optimal read buffer" warning Add Combine APC to spawnmenu * Using a custom vehicle script derived from jalopy Disable poseparam interpolation for vehicles in singleplayer * This makes wheels not lag behind the physics objects, and paradoxically looks more consistent with multiplayer APC can no longer just drive underwater Update Combien APC model with more suspension travel Fix warnings about "two path IDs" during loading saves More minor cleanups Update localization files once more
12 Days Ago
Remove r_lod from dxsupport.cfg * Also added descriptions to relevant convars * Reduce ATI/NVIDIA unknown mat_forceaniso to 8 from 16 Fix skipped shadow updates breaking further flashlights Fix Lamp becoming missing texture for split second after dupe Fixed alphatested brushes not rendering in SSAO pass Add r_DrawModelLightOrigin to console quick actions Fix light origin on weapons for local player in 3rd person Remove headtrack_reset_home_pos from newbindings.txt Fix Gravity Gun crashing clientside More minor fixes
12 Days Ago
Apply numerous safeguards in game code * Prevent effect entity leaks with CPhysicsCannister for example Lets try undoing changes to CFuncMoveLinear
13 Days Ago
Bump exe/dll versions and make it easier to do so Fixed gravity gun acting up again Update localization files
13 Days Ago
Added some self checks in launcher DLLs * Probing for potential issues with deep install locations, maybe this is why some clients can't init CEF on game launch? * Bumped PATH buffer in the launcher DLLs Many minor cleanups More cleanups Added some bounds checks to networking code Make ragdolls respect setlightingorigin input again Double bone cache limit
14 Days Ago
Update default spawnlists a little * Replaced barrel model to a destructible one, added the 2 CS:S paining models that had their textures fixed recently Fixed Player:Lock and server spawns causing drowning noise FGD cleanups * Remove fireballsprite from env_explosion (never did anything) * Remove coldworld and xbox specific fields from worldspawn * Remove WaveHeight from func_water_analog * Remove SetLocatorTargetEntity from player_proxy entity * Turn some number fields/inputs from strings to floats Fixed crash due to recent physgun beam changes Show end of the URL in HTML panel messages
15 Days Ago
Apply some checks to CBoneCache
15 Days Ago
Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container Minor changes & cleanups Adjust airboat flashlight * Make it a bit brighter, make it shine a bit father, and fix weird horizontal cutting off due to vertical FOV More nullptr checks for when at entity limit * Stalker, Combine Cannon effects More cleanups for consistency Fix inverted condition on some Lua funcs, oopsie Disallow physics functions on players * Is there any reason to allow this? Add VPROF scope to IsPhysicsObjectValid Remove VPROF from GetType (& minor cleanups) Get rid of remaining CSteamAPIContext references * Enables updating Steamworks SDK to latest versions * Maybe fixed getting notifications in chat for already unlocked achievements Only disallow SOME characters from concommand names * Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past More cleanups * Deletes CPropAirboat::CreateAntiFlipConstraint (unused) * Delete unused fields on some tempents clientside Restrict control characters from concommand names as well * Surely no language uses those, I think concommand.Add throws error when giving invalid params Rollback changes to Player::GetEyeTrace * it causes bugs with existing mods, and the perf gains on client are negligible. On server, well, it causes bugs with existing mods Minor cleanups Force ragdoll light origin to the first physics bone * This fixes strider and some other models appearing black after spawning Fixed light origin on a bunch of PHX props * So when the props are spawned, they don't turn pitch black immediately or at certain resting angles * ~200 models affected Update some other model illumpositions * Seats, that one crate gib, alyxgun and annabelle * Fixed normals on stunstick world model Include notification font reduction * Somehow it was never included in the previous HUD related commit
19 Days Ago
Disable physics scaling optimization * it does not work correctly with some props with x86-64's vphysics
20 Days Ago
Apply a mitigation for compression bomb in networking * Thanks to the people who reported the details of the exploit
21 Days Ago
this probably fixes it
21 Days Ago
Fix bad merge
21 Days Ago
Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating) Minor changes & cleanups * CBaseServerVehicle, CPropVehicleDriveable, CBaseAnimating rearranged some fields * CBasePlayer - rearranged some private fields * CHL2_Player - deleted UpdateLocatorPosition, SetLocatorTargetEntity, m_vecMissPositions, m_nNumMissPositions, m_AutoaimTimer, m_hLockedAutoAimEntity, m_hLocatorTargetEntity, m_flTimeNextLadderHint, DisplayLadderHudHint * CLogicPlayerProxy - removed defunct SetLocatorTargetEntity input * Restored mega grav gun armor reduction with hl2_episodic 1 Make "Unable to load module" give a reason in Windows More player and localplayerdata field reordering More field reshuffling * Deletes Panek::m_nHorizontalGradient, m_nVerticalGradient, m_nHorizontalGradientR, m_nVerticalGradientR (unused fields) Added ProjectedTexture:Get/SetSkipShadowUpdates Prevent invalid data in spawnmenu lists breaking search * Such as erroneously setting a weapon entry to a string or something Restore airboat speedometer thing Make "ProcessServerInfo failed" kick show a popup Update dxsuppor.cfg with some changes from HL2 cl_detaildist to 4096 high model & water detail for unknown cards Fixed r_rootlod with high numbers crashing the game Update default detailsprite material * Remove alpha testing and fix alpha fading of the detail sprites (rather than on/off "fading") Add missing CS:S painting textures Fixed $treeswaystatic not being copied to DepthWrite Add density sliders to fogui Undo changes to player_info_s CFixedCommandStorageBuffer bounds check Prevent NPE crashes with creating physics too soon * Entity:PhysicsInitBox and Sphere affected. Will throw console warning. Alias func_simpleladder to func_brush * Fixes L4D ladders not working Prevent infinite loops from EntityEmitSound hook Fix drive system not working fully in TTT Some HUD adjustments * Use 1440p HUD font size for 2560x1660, 4K remains unchanged * Make the notification font text slightly smaller, now better matches sizes between 1080p and 1440p with how it used to be @ 1080p Make Voice HUD use its own font + positioning fix * The voice panels no longer overlap ammo HUD at high resolutions
22 Days Ago
Minor changes to overlay rendering from CS:GO Batched overlay rendering support Merge normal calc for overlay stuff from CS:GO Static prop physics scaling Fix some air being considered water on CSGO dangerzone maps * It was partially fixed for grenade clips, now fixed for drone clips r_staticpropinfo 5 shows static prop bounds * Just for debugging Unhide r_renderoverlaybatch for now Fix Linux SRCDS failing to build Fixed bugbait crashing in a certain scenario Prevent invalid VTF file flags from crashing the game For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files. Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel ) Fix player NPC squad HUD not having a background * Also make the HUD element fit all NPCs following you (up to 16 right now) Delete some unused CGarrysMod stuff * Also block building_cubemaps convar (can still read it) * Removes IGarrysMod::MD5String, PlaySound, GetMapName * Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated Bump renderData to 16MB max * Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64) Prevent NPEs in FireBullets Some RenderData nullptr checks Minor change for FlashlightState_t mem layout Discard certain saverestore types * CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors Invert Green channel on citizen sleeve c_model normal Unfix door_03_slotted_left.mdl skins Remove recently added DebuggerBreak call
22 Days Ago
Fix branch differences not compiling
22 Days Ago
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game Update "Rejected transfer of" warning to be more descriptive * And also moved it after existing file check, so it doesn't spit out misleading warnings Add .ani to serverDL whitelist Fixed Lua error with duplicator's control panel Clamp down on more invalid paths Turn some console messages into warnings so they are easier to see Reduce scheme max font size to 150 * Fixes some weapon selection icons not having their blur at 160 More killicon aliases Vehicles inherit physics icon, hl1 mp5 and grenades use HL2 alternatives More BMS NPC placeholders * I am not even sure I should be doing this. Adds the zombie variations, sets the human grunt models, randomizes faces Move ANISOTROPIC stuff from DImage to notification lib Consistently apply ammo HUD coloring when empty Disallow duplicating gmod_hands * There's a save on workshop that somehow has 7000 of the things, which I don't expect to be intentional.
34 Days Ago
Make "Invalid detail light id" into a warning Apparently some HL2 maps have bad LDR detail prop lighting lumps, triggering the bounds check Try to fix ammo counter being red/orange when having ammo Default HUD supports showing Clip2 if weapon uses that * it also supports cursed combinations like secondary and primary without clips at the same time, primary without clips and secondary with, etc Slightly adjust ammo HUD to fit 9999s comfortably HP and Armor HUD expands to fit 4 digits when necessary Fix armor UI element being slightly longer than HP UI element Rework CCachedRenderData bounds checking * Is now a warning + more checks Minor cleanups Reject invalid Water shader combos CS:GO missing map icons Mention sv_nomap_timeout in "no map" warning (once) Also reset reflection/refraction after reflective glass is out of view Fix newly introduced crashes with ammo HUD MC:V map icons htf_ map category Fixed scaled static props not updating render bounds * Fixes MC:V static props not rendering sometimes Fix gravity gun regression in multiplayer Give more space to secondary ammo display for 4 digits Slightly adjust default HUD colors * Slightly darker background, less eye searing text, so it's easier to see on various backgrounds * All the colors are in ClientScheme.res Update UnlitTwoTexture shader to CS:GO version * Includes support for TRANSLUCENT shader combo and BEACHFOAM material parameter from CS:GO Improve and fix water shader rendering * Fixes regression on existing maps that were not using realtime reflections, such as most TF2 maps. They used weird cheap & expensive water blending which is now restored * For water materials using flowmaps but NOT realtime reflections, we now apply CS:GO's envmap blending like expected. This improves visuals of water on MC:V maps Enable weapon selector scrolling with too many weapons to fit on screen Preview of what it looks like: https://files.facepunch.com/rubat/2026/March31-2469-FruitfulBelugawhale.mp4
39 Days Ago
Simplify how we get Steam APIs * The new SteamAPI versions do not have the "api context" stuff anyway. * Deletes IGet::SteamRemoteStorage, SteamApps, SteamScreenshots, SteamUser, SteamFriends, SteamGameServer, ResetSteamAPIs Fixed another NPE crash with HLTV Fix some prediction errors with HL1 weapons * These weapons take too much effort Minor weapon prediction fixes * SLAM fixes * Minor Gravity Gun prediction fix (for holding right click) Re-multiply SWEP slot positions by 100 again * This is part of a hack that was removed, but mods are expecting this behavior now, so we restore the *100 part Update default spawnlists * Added Tool Gun world model to Garry's Mod spawnlist * Updated CS:S spawnlists - merged characters and weapons to "Counter-Strike" spawnlist New CS:S spawnlist to include ALL props from CS:S * Old "Map Props" spawnlist removed, add 2 new ones that contain all the models, one with the more useful ones, one with the less useful ones Merge PR to update default spawnlists Sort Browse => Games/Addons in spawnmenu using lowercase text * Fixes some models, such as W_AlyxGun appearing out of order Update 2 more spawnicons Fix combine dropship not flying away after deploying troops ILuaThreadedCall virtual destructor Updated spawnicons * Added spawnicons for most CS:S props, rerendered weapon icons to be brighter Apply a hack to hide toolsocclusion on MC:V maps Make some warnings use RED text * Bad lightmap extents on material, srcds_run warnings/errors Fix fallback skybox texture using non existent textures Fixed some potential crashes
39 Days Ago
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list Fix main menu being a tiny square for split second on game start up Minor change Unchange some hardcoded defaults for global EmitSound * Hopefully this is as simple as this for issue 6769 Fix Hologram/Distort render FX affecting attachment & shadow pos * This fixes driving a hologram jeep causing player view to jitter around with the animation. Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn Remove some unused fields from HL2MP gamerules Added Black Mesa as mountable game * Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU Slightly improve error handling for saving JPG/PNG files Change navmesh.GetNavAreaCount data source * Fixes its return value not matching getAllNavAreas return count Fixed a crash with trigger_tonemap & some other issues * Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field Updated FGD files * func_useableladder origin KV is now defined (since its auto generated) Try to fix trigger_playermovement sticking when removed with a player in
50 Days Ago
Minor cleanups Remove duplicate voice_scale from the blocked list Apply some clientleafsystem index checks from TF2 SDK Remove explosion sound from Emitter's underwater explosion Minor changes to util.SpriteTrail * No entity leakage on Lua error Fixed some compile warnings Fix a NPE crash with network transmission check Change Hammers ???? spawn flag to a more descriptive text Restore gmod_language cvar for dedicated servers * Kinda lame that I have to do this, but in order to not break stuff Apply some validations to shader API Use actual model scale for jiggle bone scaling * It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled Make joystick input add to mouse delta, not replace it * Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think Merged Pull Requests * TTT: translatability improvements * TTT: use GMod language setting by default * TTT: Equipment menu sorting options * Menu: Optimise digest scheduling * Pass along GM:AdjustMouseSensitivity's arguments to weapons Make BuildFromTriangles read weights from util.GetModelMeshes * It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3! More ent_create NPE crash fixes vgui_slideshow_display refuses to scan invalid folders for slides Delete a few more "test" concommands * This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere Add 2 new parameters to VRAD * `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters` Lets try rebuilding ambient cube indexes for when there are >65536 of em Lets try making singleplayer always select first spawnpoint * This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development Fixed crashes with SavePresets Fixed decal related crashes with static props * For "clipped vertices" (whatever that means) it would crash, so we prevent that Make template spawned entities be removed if they are not NPCs * This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server Do not assign client-only color_correction entities serverside * This fixes map cleanups applying color correction that is not applied when just starting the map Undo some changes to clientside game.CleanupMap() Revert "Lets try making singleplayer always select first spawnpoint" This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.
54 Days Ago
Add non-halting error when tables have wrong data type * This relates to C functions that expect table inputs. Instead of failing silently, we let the developer know they are doing something wrong Delete particle_test* convars/concommands * Seem useless? Delete simple_bot (simple_bot_add concmd) * Nextbot test entity or something? Delete hunter_shoot_flechette concmd Delete fadein and fadeout console commands * I think that this is never used? Fixed a number of concommands crashing when using on srcds * For example `prop_physics_create` Give weapon_cubemap a unique bucket position * So it doesn't conflict with other built-in weapons. really should update the weapon selector so this isn't even necessary Disable most impulse commands * This includes 76, 81, 82, 83, 102, 106, 107, 108, 195-197, 202 and 203 * All of these are either useless or do nothing, or are replaced by Sandbox. (jeep spawning) Remove some CAI_BaseNPC debug stuff Removes CAI_BaseNPC::m_pDebugNPC, SetDebugNPC, IsDebugNPC which are never used Remove CBasePlayer::m_rgItems (unused) Enable default weapon selector to render weapon slots 7-10 * They will not appear by default (as empty boxes), but if you have a weapon in slot above 6, you can now actually see it Move where model scale limits are enforced * Also delete duplicate m_flModelScale definition in the data table Rework weapon selector weapon positioning * It kinda took too long, but it is no longer possible for weapons to be invisible within the first 10 slots. Everything else should be the same * Removes a few SlotPos related hacks * Fixed slot 10 (bound to 0 by default) having wrong number in the selector, and not being selectable via the bind Minor cleanup Fix a crash with improper usage of prop_ragdoll Fix physgun glow rendering in buildcubemaps * Just a dumb fix. Applied some more changes like not drawing physgun glow if player is invisible Fix potential crashing issues with GetModelMeshes Reset firing delay on weapon holster while in reload animation * So pulling out 357 or crossbow after starting reload doesn't lock you out of doing anything with the weapon for the duration of reload Fix animation canceling with the RPG reload * You can no longer holster and redeploy to bypass the reload animation after firing
57 Days Ago
Fix 64bit builds of HLMV
57 Days Ago
Apply name restrictions to concommand.Add * It's the same name restrictions as CreateConVar, so probably fine? Let's try removing Language system from dedicated servers Minor cleanup Do not check toolmode_allow convars for Utilities menu Clarify what "Max Ragdolls" server setting is Stop soundpatches on entity removal And also prevent soundpatches from playing with invalid entities. Spawnmenu calls CanTool clientside to mark server-disabled tools * This is an experiment which may end up error prone, but let's try it. The intent is to show in the spawnmenu UI when a server (or an addon) has disabled a particular tool. Implement drag'n'drop for HLMV * You can now just drag a .mdl onto the app to open it Minor cleanups Update AppID for CS:GO to use the new one Fix normals on balloon_classic LODs and camera.mdl LOD 3 Ship a fixed tri1x1.mdl * Fixed normals, fixed extra weird mesh Fixed some spawn crashes with some entities gmad.exe no longer overwrites existing files More model data validations Fix CreateLinkController leaking entities if misused Implement Combine APC aiming for players * I had this code laying around unfinished, and now its finished. * Also respect EnableGun for players only Lets try undoing changes to UTIL_PrecacheOther * I wonder if this causes ents.Iterator nulls Block mat_texture_list_txlod_sync just in case Fix "invalid format PHY" for old model formats Fix ents.Iterator getting NULLs again Limit Colour tool inputs to valid range
2 Months Ago
Added Lua mesh skinning support * Added `mesh.BoneData( index, matrixId, weight )` * Added second argument to `Global.Mesh` - boneWeights * Added `IMesh:DrawSkinned( matrixTable )` Minor cleanups Fixed DrawSkinned affecting underwater rendering * By applying the model matrix to the Draw() call Some more than minor cleanups of probably unused stuff Fill remaining matrices with identity ones for DrawSkinned * In case some silly goober doesn't give it enough or gives none Fix handling of userdata members from tables Fix potential crash with malformed models Remove that unused code Potential micro optimization for trace filter tables Minor cleanup Fix last map not loading correctly if it's an addon map mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files Include tree_deciduous_card_01.mdl with the extra skin * Fixes some visual inconsistencies on HL2 maps Implement Panel:Clear for DPropertySheet/DCollapsibleCategory * DPropertySheet will clear all tabs and their associated panels (and calls OnActiveTabChanged with nil as new panel) * DCollapsibleCategory will avoid clearing its header, deletes everything else * DPropertySheet:CloseTab now also calls OnActiveTabChanged Flip order of operations for model matrix mult of DrawSkinned * Should fix angles affecting position Fix false positive on LoadLeafs data validity test Do not reset water reflection/refract textures when they are not used * From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless) Fix a typo in DModelPanel
2 Months Ago
Fixed some potential crashes Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV Fix potential crash issue with rope rendering Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale Make effects.BubbleTrail not turn start/end pos into mins/maxs Add a temp hack for missing surface.GetScissorRect
2 Months Ago
Add some invalid handle checks to shadow rendering
2 Months Ago
Alternative fix for MSurf_MaterialSortID issue
2 Months Ago
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2 Months Ago
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2 Months Ago
Maybe this time it will work
2 Months Ago
Probably fix Linux dedicated server build
2 Months Ago
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
2 Months Ago
Apply GetPoseParameter range fix for its one internal usage In the player anim state. Probably does nothing, but at least its not setting the clientside poseparameters move_x/y to invalid values briefly Fixed crashes with Alyx and Jalopy being removed * Also makes Alyx cancel try to enter the vehicle if it is removed while she is running to it Try some more potential crash fixes * Based on just a single dump TTT: Fix SimpleImage PaintOver handling Fix a crash when trying to load weird VTX files Allow Spawnicon Editor to be resized https://files.facepunch.com/rubat/2026/February16-2345-RevolvingLouse.mp4 * Also merged Pull Request for case insensitive search and arrow key animation switching Possibly fix Linux build error Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model Fix missing return value on Matrix() Flechette Gun aligns projectiles with world clicker Fixed buggy behavior of HL:S crossbow with its zoom * (By removing the "instant" attack mode) Fix HL:S crowbar hitsounds in multiplayer Alias some HL:S weapon killicons from HL2 ones
3 Months Ago
Fixed Global.EmitSound not firing EntityEmitSound Make jump/land sounds play for non local players * Also made Player:PlayStepSound volume argument default to 1 * Fixes Player:PlayStepSound not really doing anything in multiplayer Added game.Get3DSkyboxInfo Returns table with "origin" and "scale" keys. No function arguments. Send replicated convars in batches of 128 * This fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client. Minor cleanups in multiplayer animstate * Make flDeadtime in prediction use correct data type * Removed a bunch of unused fields in MultiPlayerPoseData_t * Reduce amount of LookupPoseParameter calls Remove some unused stuff * Removes CRC calc for game_sounds_manifest.txt loading, since the CRC is never used. * Removes CGarrysMod::SetupSoundsManifest Reload soundscripts when games are mounted * This fixes no voice lines playing in Half-Life 2 maps when the game was started without HL2 mounted, and then HL2 is mounted. Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
3 Months Ago
Fixed some potential crashes with navmeshes Fixed some potential crash issues chat.AddText handles numbers Fix a crash in CVoiceGameMgr::ClientConnected due to binary module usage Fixed normal headcrabs not spawning from their cannisters Ship a fixed hunter_flechette.mdl * Uses the idle animation by default now instead of the impact animation, so they actually fly straight now, not at an angle Update AR2, Flechette Gun and SLAM spawn icons * AR2 icon now points the same way as other guns, SLAM icon now has the same warmer colors as all the other icons, Flechette Gun icon no longer uses the angled model in the preview Fix Flechette Gun being able to shoot through thin walls Fix file list concommand autocomplete searching mounted content It's only used for stuff like saves and demos, no need to search in mounted games like HL2 Fix sounds played via env_microphone having no subtitles Apply TF2 SDK fix for CUtlFilenameSymbolTable * Should help fix loading packed files on Linux on certain maps with embedded files Fix thirdperson initial angle snap (From TF2 SDK) Put mksheet into "Tools" group (VPC) Clamp bot player count in the server browser * Also apply the clamping to serverlist.Query Merge Pull Requests * TTT weapon visual fixes for singleplayer * Use IsPlayer instead of GetClass() == "player" in base gamemode Remove the entire GameStats(Uploader) system Its never used by anything, just wastes resources Also references to xboxsystem and matchmaking systems that were still compiled in Fix leaks with CProceduralTexturePanel * This fixes color picker preview in particle editor breaking after a few uses Move CUtlVector::GrowVector error to memory grow functions Fixed single character folders not working for textures on Linux * This should fix missing textures on surf_quickie.bsp on Linux. Possibly other maps as well. Minor cleanups
3 Months Ago
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships Implement $pointsamplemagfilter Lets try static client scratch buffer Added support for V12 static prop lump (MC:V) Remove r_maxdlights convar * it's already at its max value Implement empty idle for pistol Scale lightmap pages to current map's needs Try to fix Linux compile error Apply lightmap with lightstyles fix from CS:GO * Seems to help a little on MC:V maps Minor cleanups Make game.GetMapVersion also return the BSP version Apply a tiny fix for dynamic lights (Light tool) for bumped lightmaps * This is the difference: https://files.facepunch.com/rubat/2026/February06-2318-JoyousQueenslandgrouper.mp4 Minor changes from CS:GO to do with float bumped lightmaps Apply same limitations of render.CapturePixels to render.Capture * Allow render.Capture on rendertargets
3 Months Ago
Copefully fixed MacOS gmod_audio issue Ship gmad/gmpublish on Linux server (x86-64)
3 Months Ago
Fix Alyx playermodel coloring covering some wrong areas Pull Request: Added color support for Arctic player model Lets try updating BASS.DLL to 2.4.18.3 * Probably achieves nothing at all Alias prop_portal_stats_display to prop_dynamic * Fixes Portal 1 having missing elevators Material refcount changes * Fixed Portal 1 energy pellet having missing texture (0 ref count) * Do not precache AR2 ball materials until used, they can now also unload on map change * Do not forcibly precache muzzleflash materials that are not even used Render hook changes * Apply correct rendering matrices for PreDrawHUD and PostDrawHUD, so calling cam.Start2D is no longer necessary. * Move calling of PreDrawHUD slightly later, so it renders in the 2D view, just like PostDrawHUD does. * Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when PreDrawEffects is Prevent opening chat with cl_drawhud 0 locking you out of main menu Do not precache some HL1 weapons Prevent gauss gun spewing about out of bounds values Better handle invalid physObj in queued collision events Lets try making lights non networked Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow