userRubatcancel
repogarrysmod.maincancel

1,796 Commits over 1,308 Days - 0.06cph!

Today
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 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.
Today
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
Yesterday
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
5 Days Ago
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
5 Days Ago
Add some invalid handle checks to shadow rendering
6 Days Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
6 Days Ago
Alternative fix for MSurf_MaterialSortID issue
6 Days Ago
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6 Days Ago
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6 Days Ago
Maybe this time it will work
6 Days Ago
Probably fix Linux dedicated server build
6 Days Ago
Fix MSurf_MaterialSortID check being to aggressive perhaps * Doesn't happen to me, so cant test if this actually fixes the issue
6 Days 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
16 Days 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
7 Days Ago
Make effects.BubbleTrail not turn start/end pos into mins/maxs 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
9 Days Ago
Fix potential crash issue with rope rendering 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
12 Days Ago
Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV
12 Days Ago
Also fix singleplayer networking of health for NPCs Player text chat cleanups * Removes unused usermessage SayText2 Get rid of unused VoiceSubtitle usermessage Unregister unused usermessages & their handlers * HintText, KeyHintText, AmmoDenied * Deletes CHudHistoryResource Remove the unused, never working Hint system Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage Bump network version
13 Days Ago
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 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 Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity
14 Days Ago
Apply some changes to increase network transfer speeds * In my limited tests, file transfers can reach 600KB/s now @ default settings, which is must higher than the 20-40? kb before @ default settings Microoptimization to SVC_CreateStringTable bandwidth usage BaseCombatWeapon netowkring changes * Send local player exclusive data to spectators as well, such as clip1 and clip2 * Reduce network bit count for m_iState * Remove CHudTexture methods from server builds Nextbot networking changes * Network m_lifeState (Entity:Alive), same as NPCs * Fixed health/maxhealth not networking in singleplayer Remove some unused networked fields from vehicles m_nScannerDisabledWeapons and m_nScannerDisabledVehicle
15 Days Ago
Fix missing return value on Matrix()
15 Days Ago
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 Fixed some potential crashes 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
16 Days Ago
Possibly fix Linux build error
16 Days 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 Re-include SteamP2P on Linux dedicated servers Fixed Gravity Gun storing buoyancy as a bool 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
16 Days 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
19 Days Ago
Try to fix MacOS build error
19 Days Ago
Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game.
19 Days Ago
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
20 Days Ago
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. 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. 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
21 Days Ago
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 Fixed Global.EmitSound not firing EntityEmitSound
21 Days 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
22 Days Ago
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
23 Days Ago
Fix a crash in CVoiceGameMgr::ClientConnected due to binary module usage Fixed normal headcrabs not spawning from their cannisters 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 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
26 Days Ago
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 Fixed some potential crash issues chat.AddText handles numbers
26 Days Ago
Copefully fixed MacOS gmod_audio issue Ship gmad/gmpublish on Linux server (x86-64)
27 Days Ago
Try to fix Linux compile error
27 Days Ago
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
28 Days Ago
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fixed some potential crashes with navmeshes Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships
28 Days 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
28 Days Ago
Include hl2 version of buildingset056a * Apparently it was changed in the 20th anniversary update? particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down * instead of tracing west More potential crash fixes func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes Fix OSX compile error Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected)
29 Days Ago
Better handle invalid physObj in queued collision events Lets try making lights non networked Make Pistol weapon use its draw empty animation when empty Implement empty draw for Crossbow Added "damage" keyvalue to `crossbow_bolt` Allow m_ragdollMins/m_ragdoll.allowStretch via SetSaveValue again Minor cleanups
30 Days Ago
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
33 Days Ago
Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected) Pull Request: Added color support for Arctic player model
34 Days Ago
Fix OSX compile error
34 Days Ago
func_movelinear supports changing parents * Fixed a bug on ep1_c17_01 Rearrange new field of CopiedDupe netmessage to bottom * Apparently there's some addon out there that overrides some duplicator functionality and breaks any changes, sigh. At least this way it should be less broken. Fix Alyx playermodel coloring covering some wrong areas Add some checks for voice chat gain manager * If current or target gain become inf or nan, reset. Also prevent division by 0. More fixes for potential crashes
35 Days Ago
Fix some addons erroring out due to DImage changes Lets try updating BASS.DLL to 2.4.18.3 * Probably achieves nothing at all Include hl2 version of buildingset056a * Apparently it was changed in the 20th anniversary update? particle COLLISION_MODE_INITIAL_TRACE_DOWN traces down * instead of tracing west More potential crash fixes
35 Days Ago
Fix some addons erroring out due to DImage changes Fix branch difference compile errors (mksheet)
35 Days Ago
Ship mksheet.exe (for particle sprite sheets) saverestore uses ErrorNoHaltWithStack not Msg * Also fixed a Lua error due to missing ErrorNoHaltWithStack Merge Pull Requests * Apply name filter to post refresh server list updates * Fixed Lua errors when manually running internal concommands dupe/save_publish Fixed an exploit that allowed spamming player_pickup on the server * For now, we block any new pick up attempts if we have a prop already picked up. Replace barney's face on EP1 maps Dynamic resupply changes * Use GetMaxArmor instead of hardcoded 100 * Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo all the time Fix Combine Soldiers using rifle walk/run anims with shotguns Disable more Low Violence code that checked the registry * It was already basically unused, so it won't confuse me in the future by being still compiled Add description and min/max to engine_no_focus_sleep Added EnableSpotlight Input to npc_cscanner PR: Fixed an accidental global var in DModelPanel Fixed models with matproxies flip flopping render groups (static props) Faceposer fixes * Does not try to access flex controllers above 96 (since no convars anyway, and no networking) * Fixed faceposer setting invalid flex value ranges (from MIN to MAX of the flex which is incorrect, to from 0 to 1 which is correct) Potential fix for player model faces (alyx/gman) in multiplayer Remove HUD Hint related code from base weapon Update Rebel texture sheets to fix a small issue on the gloves
35 Days Ago
Finger poser UI flips controls for right hand Put the i in Dynamite Rework Finger poser a bit * Do not use hardcoded lists of bones, add a new list library list so addons can add support for custom models easily. * Deduplicate some code * Improve support for Zeno Clash 1 models Localize "Loading..." labels in Steam Workshop browsers * Also made it more consistent between all content types Merged PR: Localize some more UI texts Fix a very spammy warning on Linux Localize Favorites map category in main menu * Also fix localization of Other maps category Localize server outdated tag * Also fix translation module adding trailing space to every single output string Minor cleanups * Removing some unused VGUI code that I came across Duplicator uses icons instead of text for workshop status Fix a regression with func_tracktrain * It a portal2/csgo change, weirdly Minor cleanups Duplicator tool changes * Improve rendering of the dupe bounds when intersecting with world * Improve dupe spawn position calculation to avoid spawning in walls * Show selected dupe name/icon in context menu Final finger poser mod support updates Fixed more crashes and many potential crashes to do with models
36 Days Ago
Added EnableSpotlight Input to npc_cscanner PR: Fixed an accidental global var in DModelPanel Fixed models with matproxies flip flopping render groups (static props) Faceposer fixes * Does not try to access flex controllers above 96 (since no convars anyway, and no networking) * Fixed faceposer setting invalid flex value ranges (from MIN to MAX of the flex which is incorrect, to from 0 to 1 which is correct) Potential fix for player model faces (alyx/gman) in multiplayer Update Rebel texture sheets to fix a small issue on the gloves Remove HUD Hint related code from base weapon