branchgarrysmod.main/x86-64cancel
323 Commits over 550 Days - 0.02cph!
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.
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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
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
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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
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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
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
"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
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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
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.
Fixed my fuckup with recent sound related fix
Rework how lua_refresh_file generates paths to work with addons
Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
Remove usage of dynamic clientside model indices in Lua API
Build vtex.exe
Disable queued loader entirely, it does not work
Sync ClientsideModel & ClientsideRagdoll implementations with main
Change ents.CreateClientProp to work like ClientsideModel
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Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
Fix changes to debug.getregistry
Updated language files
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Fixed npc_security_camera not duplicating
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Check for View Model validity
Portal camera reacts to ai_disable
Fix a warning on glados core spawn from spawnmenu
Fixed crash when running editdemo
Added sphere visualizer to point_message's radius
Fixed Portal turrets targeting Portal Cameras
Better fix for the RPG clientside sound spam
Prevent certain NPCs from being Barnacle'd
Fixed Portal rocket turret bone followers
Allow render.CapturePixels in main menu when used on Lua RTs.
Block some of the screenshot commands
Camera SWEP can still do screenshots, don't worry, and so can your code
Portal Turret related fixes
Don't try to precache EP2 particle
Don't target rockets
Added CLASS_PORTAL_TURRET - Based on CLASS_COMBINE, but also hates COMBINE
Portal Rocket Turret adjustments
In spawned through spawn menu (spawnflag 2) - can be killed and can target NPCs.
Also fixed the case when it is disabled and its angles are not 0 0 0, it would look all broken
trace concommand also prints clientside entity classname
Added Portal Cores to spawnmenu
Update some portal map icons that have turrets
Also updated portal turret NPC spawnmenu icon
Added Portal Camera to spawnmenu
Added "trace" console command
This is just a convenience for me, it's serverside and limited to singleplayer/local server host
Update TTT (Community Contributions)
Update Turkish language
Optimized radar ping network traffic
Fix Portal Rocket Turret not respecting ai_disabled
Fixed a crash with prop_vehicle_crane and map cleanups
Disable hidden convar setting by the Options menu
con_enable, hud_quickswitch, hud_fastswitch
Added text entry for FPS Limiter in Options
Also nuke some hidden/unused panel code from multiplayer tab, regarding crosshairs and old player model selector
Fixed Nextbot Paths failing to generate
Also added console warnings when this happens, for debugging purposes.
Fixed RPG behavior in 3rd person in multiplayer
This involves a nasty hack setting the weapon's model for a split second in SetIdealActivity, which was already being done in SetActivity
Remove redundant cast from weapon RPG primary attack code
Fixed TOOL:Reload inconsistent trace code with left/right clicks
Was accidentally rolled back to use TraceLine
Fixed Lua Effects changing their entity table if accessed too early
Weapons and SENTS already had this fixed ages ago
Let's try adding an error on invalid input to PropSelect.AddModel
TTT: Code clean ups (Community Pull Request)
Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
Fixed regression with nextbot pathfinding involving ladders
Rookie mistake
Fixed certain brushes not having any collisions on maps
Better refcounting for model decal materials
Clicking in the Paint tool UI will always bring up the paint tool
Precache physgun materials
Let's try releasing decal materials (and textures) on map shutdown
Do not look for awesomium_process.exe on linux
Reload default decals after clearing the entire list
Added gmod_sneak_attack to disable HL2 sneak attack system
Defaults to enabled naturally
GM:PropBreak uses attacker, not inflictor for the player
GM:PropBreak checks for physics attacker
Prop physics damage tries to set correct attacker
Owned combine ball (AR2) breaking a crate now has the correct attacker
TTT: Fixed can_rag_pin_inno overwriting can_rag_pin in Magneto Stick (Community Contribution)
Fixed func_breakable_surf crashes on spawn
Added a warning when C_OP_WorldCollideConstraint gets insane values
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Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Fire a Problem to the user when a certain file is not writable
Such as user configuration files
More barnacle related potential crash fixes
Fixed regression when barnacles ragdolls don't spawn at all
▅▊▄▊▄ █▅▉ █▋ ▇▌▌ ▌▅▊▍▍▄▌▌ ▇▋▌▊█▌▄▋ █▋ ▅█▉▊▉.▍▇▇▌
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▍▊█▊▋ ▋▌▅ █▌▍▊▋▇▉▅▊ ▉▍▍▊▌▍▋▆ ▍▉ ▍▉▍▅▄▋▌::▅▋▅▌█▅▅█▆▌
▅▉▌▅▆ ▇▆▇▉▅'▌ ▄▋▋ █▌▅▍▊ ▉▊▌▌▌ ▆▋▄▌ ▄▌ ▋▅▉▄▉ ▋▅█.
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Close the fallback menu if the real one was too slow to load but did
Anti crash safeguards for spawning ragdolls
Avoid Lua errors with Spawnicon editor / Adjustable Model Panel when the entity is invalid
Prevent clientside entities spawning but being inaccessible at entity limit
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Change up logic that detects whether the HTML menu loaded or not
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Increase physgun_wheelspeed & rotation sens max value to 10k
More permanent fix for Panel.IsValid during PANEL:OnRemove
Move where HUDShouldDraw for NetGraph is called
Block developer & contimes convars
Block render.CapturePixels while main menu is open
Fixed crash when models try to access OOB vertices
CreationMenu validates the panel it tries to parent to
Fixed an oopsie with CreationMenu
Allow right clicking in Bodygroup & Skin context menus
This allows you quickly change bodygroups and skins without closing the menu.
Also adds DMenuOption.Set/GetRadio
Also fixes DMenuOption.SetChecked not calling OnChecked
Options button for menu fallback
Temporary Panel related fixes (OnRemove, SetParent)
Try using v4 actions for everything
Downgrade Linux/Mac to v3
Check for null in Panel.SetParent
Rollback download-artifact to v3 as well