userRubatcancel
repogarrysmod.maincancel

816 Commits over 639 Days - 0.05cph!

Yesterday
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. 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
2 Days Ago
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
2 Days Ago
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
4 Days Ago
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 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
4 Days Ago
Fixed FSD-overrun-toy physics mesh & Reduced its size WIP net channel processing time limits
5 Days Ago
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.
8 Days Ago
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8 Days Ago
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 a crash with multicore rendering and logging Fixed up missing materials of some of the detail.vbsp models
9 Days Ago
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
10 Days Ago
Added private activity functions util.GetActivityNameByID util.GetActivityIDByName util.GetAnimEventIDByName All are shared, including util.GetAnimEventNameByID
10 Days 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
10 Days 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
11 Days Ago
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11 Days Ago
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
11 Days 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
12 Days Ago
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12 Days Ago
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12 Days 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
12 Days 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
12 Days Ago
Fixed some crashes with DSPs
15 Days Ago
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
16 Days Ago
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
17 Days Ago
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
18 Days Ago
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
19 Days Ago
Minor: Init variables used in IMaterial functions Unhide sv_maxunlag convar Minor adjustments to server browser filter UI You can now click the filter text to tick the checkboxes
22 Days 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. Ship shader DLLs with srcds Apparently they are necessary for materials to load correctly on dedicated servers 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.
23 Days 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
23 Days 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
24 Days Ago
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24 Days Ago
TTT: add TTTShowSearchScreen hook More consistent Vector/Angle optional argument handling You can now do Vector( nil, 1, 2 ) and get the expected output. If you need to do that for some reason. Material() function can use .cache files from steamworks.Download
24 Days Ago
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24 Days Ago
Remove full paths from "Adding Filesystem Addon" Fix floating GMAs not loading correctly
25 Days Ago
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25 Days Ago
Add more quick options to spawnicon editor & Set LOD to highest Also update (mostly wheel models to now face the same way) & add more spawnicons Hammer: Increase size of "size" status bar to be able to fit the entire text VRAD: Add more info to "Patch Sample Radius Clamped" warning Fixed a weird regression with static props
26 Days Ago
Fix linux compile (case sensitivity)
26 Days Ago
Restore "gamemenucommand RestartWithNewLanguage" Fixed render.SetLocalModelLights ignoring last light Fix Bootil memory leak when trying to extract buf to invalid filepath Fixed NPC kill related achievements not working Remove more unintentional files from the fallbacks vpk Quick Rotate Model +/- 45deg yaw button for spawnicon editor Also more spawnicons of built-in props Iterate over Unknown Addon mechanism Do not try to mount Unknown addons (they could be banned/backdoored), detect demos/saves/dupes and push them to their own list Moved extracted .gmas from addons/ to cache/workshop/ This simplifies code for the game Rework menu_cleanupgmas to take into account server downloads Meaning, Workshop files downloaded from servers and extracted, then deleted by Steam in 2 weeks, now get detected as useless extracted versions and are prompted for deletion.
29 Days Ago
Fixed a crash related to static props on map load for certain maps Not an ideal fix, but it works. If a spawnicon does not exist, try to look in addons as well This makes it so that you can still edit icon, but if you do not have a spawnicon rendered, and a workshop addon provides ones, the game will use the workshop one as a fallback.
30 Days Ago
Fixed expert compile settings in Hammer corrupting
30 Days Ago
Let's try moving FileProperties for CmdSeq.wc lower
31 Days Ago
Port -blocksize for VBSP.EXE from CS:GO Added a bunch of new options for Hammer's Run Map dialog https://files.facepunch.com/rubat/1b0411b1/sXVENkgcR7.png Minor fixes to map compile tool output text Added Ambient Occlusion for VRAD (CS:GO version) Disabled by default, -ambientocclusion and -aoscale are the new options
31 Days Ago
Minor fixes Added convar descriptions to many default Lua convars DCollapsibleCategory items support disabled styles Visually and physically disable (but not hide) disabled Sandbox tools Tools disabled by the server using "toolmode_allow_<mode>" convars are visually represented as such in the spawnmenu https://files.facepunch.com/rubat/1b0311b1/dLCCdKRb8T.png Display a warning when trying to activate tools without a toolgun
32 Days Ago
▇▇▄ █▍▅▉▆ █▆▍ ▅█▇▅▉▉▍ ▍▌ ▌▋█▌▌▉▇▍▋▆▉ !▍▅▇▅▇ ▆ ▋▍▄▋▆ ▇▆▆▊ █▅▆▉▆▌▍▍ ▅▉▍▅▉█▌▉ █▅▊ ▄▄▄▆▌ ▇▋▄▍▄ ▉█▅▊▆ ▄▅▊▅▄▋▍▅ ▆▉▇▄▆ █▅▅▌▅▊▆ ▊▇▌█▆▉▌▄ ▌▉ ▅▌▉▇█▋▌▆▄ ▍▄▌▌▋ █▇▉▉▋ ▍▋▆█▇▊▊ ▆▆ ▍▉.
34 Days Ago
Hide mod_load_*_async convars They are linked to a game hang when enabled, and they are disabled by default. Build vbspinfo.exe Fixed inflator tool no longer working on NPCs Fix portal turret AYAYAing twice when disintegrated via mods Adjust bone manip English strings
34 Days Ago
▆█▌ ▄▆ ▅▆▉ ▊▇▇▆▊█▌ ▆▉▅▋ ▋▄▉▆▇▆ ▍▍▆▌█▊▉ ▆▇▉ ▅▊▊▉█▇ ▆▆▌▉▌ ▍▆▊▌█ ▆ █▋▇▊▅ ▉▌▆▅ ▍▊▆▊▋▍:▆▍▊▊▌▊▆▇▌▇█▋▇▍▊▉▄ ▄█▅ ▉▄▍▄▄▌▇ ▆█▊▍▅ ▌▌▋▇▍▆▊▉▅ ▇▉▆▊▋ █▆█ █▉▆ ▆▉█▆▍▊▉:▍▇▄▍▆▇▇▍█▆() !▇▊▌ █▌ ▍▆▉ ▋▇▆ █▄▋▍▄▋▌ ▆███▆ ▊▊ ▆▅▇ ▆▌▇▌▍▍ ▅▋▋▌█ ▊▅▊▅▇▆ ▉▆▆▍▆▊█ ▋▄▌▌▇▅▋ ▉▋▌▆▌▍ ██▄▊▅▆ ▍█▉▇ ▋▆▍'█ ▅▍▍ █▄▆▌▅▍▅▇ █▊▄▌▍▇ █▇▇▋▄▆▊▋ ▍▊▄ ▅▊ ▄▉█▋▊▊ ▋█▅▊▅ ▇█▍_▆▋▊▌▊_▊▍▇▍▉ ▊▄▋▇ ▊▅ ▉▌▍▆ ▅▋▄▍█▆ ▅▌▆▊ ▆█▉▇▇▄▇ ▋█ ▉▋▊▊▌▄▉▍ █▌▄▄▆▇ ▆▋█▋▋█, ▇█ ▄▅▇▆ ▅▉█▍▉▋▋█ █▉█▅▅▌▍ ▆▊ ▄▅▉▍▅ ▇▉ ▌▇ ▊▇▄▄▊▉▆ ▉▍▍█▉ ▆▆▇▌ ▌▊▇▇▉ ▌█▅▌ ▄▍▋▇▄ ▅▌▄▆▅▇ ▇█▍ ▌▌▉▍▍ ▋▅▌▌ ▆▄ ▆▊▆▉▋ ▋▍▍▆ ▊▊▉▆ ▍▌▊█▍▄▍ ▉█ ▋██▄▍▉▇
34 Days 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
36 Days Ago
Block mem_force_flush just in case Having this enabled in autoexec causes issues, so lets disallow servers to force it on players Minor code fixes Also fixed engine not being able to build with v142 toolset on Windows Rearrange addon file system, remove dead code More minor clean ups More addon file system clean ups & minor optimizations Add subscriptions as "Unknown Addon' while we fetch their details Let's see if anyone encounters this in relation to "my addons are missing" issue reported sporadically
38 Days Ago
Do not render first person physgun effects during skybox pass Let's try enabling custom activity IDs on client
39 Days Ago
█▋▄ ▄▄ ▄▉▆ ▌▄▅ ▍▅▊▉▉▉▊ ▇▄▄▍▋
39 Days Ago
Fixed a crash due to missing attacker in player takedamage hook Block more URLs that crash awesomium - .mov, .mp4 This is not ideal, but there isn't a better way Try to fix crashes with poster command and insane sizes Fixed a crash with Entity:PhysicsInitConvex and invalid input Potential crash fix for Nextbot:BodyMoveXY()
40 Days Ago
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