1,058 Commits over 823 Days - 0.05cph!
Fixed a race conditiony Lua error in properties.lua
Fixed certain "Entity Get Count of X" functions returning nil
* GetNumPoseParameters
* GetBoneCount - used to return -1, now returns 0
* GetHitBoxGroupCount
* GetHitBoxCount
* GetBodygroupCount
Return empty string on failure:
* GetPoseParameterName
* GetSequenceName
* GetSequenceActivityName
Minor cleanup
More Entity no nil returns treatments
Return 0 on failure:
* GetSkin
* GetSequence
* GetNumBodyGroups
* GetSequenceGroundSpeed
* GetSequenceMoveDist
* GetModelContents
* GetLayerDuration
* GetLayerWeight
* GetPlaybackRate - returns 1 on failure
* GetBoneName - returns __INVALIDBONE__
* GetSequenceActivity - returns -1
* GetSequenceVelocity - vector_origin
* GetLayerPlaybackRate - returns 1
Adjustments to singleplayer clientside lua file stuff
Hopefully fixes issues people are having
Do not fallback PHONGBOOST and PHONGFRESNELRANGES
Causes unexpected issues with existing content
Enable static prop lightmaps for VRAD.exe
This increases the version of StaticPropLump_t to 10, so maps will no longer load in games with older engine versions.
██▄ ▊▌▌/▅▊▌▅█ ▋▄▍▄▋▋▍ ▄▅▍▆█▌
Write depth for rope SSAO pass
This is far from perfect, but helps Bokeh DOF.
Pull requests
* Minor tweaks to cvars library internals (Community Contribution)
* dlistview_column:SetFixedWidth sets the column width immediately (Community Contribution)
Do not try to sign local builds on windows
Merge pull requests
* Added flags of the world to DIconBrowser (Community Contribution)
* Do not set PANEL.ClassName in vgui.CreateFromTable to a missing variable (Community Contribution)
Added render.RenderFlashlights
This is aimed at completely replacing render.Push/PopFlashlightMode and allows to render flashlights on an IMesh correctly.
Added some Position particle initializers from CS:GO
* Position Along Ring
* Position Along Epitrochoid
* Position Modify Place On Ground
* Position From Chaotic Attractor
More particle operators & changes
New initializers:
* Scalar Random
* Vector Random
* Vector Component Random
* Set Hitbox to Closest Hitbox
* Set Hitbox Position on Model
* Velocity Set from Control Point
"hitbox" and "hitbox set" parameters added to:
* Position on Model Random (initializer) - also `hitbox scale` is now `model hitbox scale`
* Movement Lock to Bone (operator)
* Cull relative to model (operator)
Added more particle operators
* Remap Particle Count to Scalar init
* Remap Direction to CP to Vector op
Fix DME Model picker not really working
Build dmxconvert
Fixed missing material warning in particle editor
Added a few more particle attributes
* screen space effect
* normal
* Visibility input dot
* Visibility input distance
Added "ender models" particle renderer
unfuck C_EnvProjectedTexture header
Fix some NPCs that create entities crashing when at the entity limit
Sandbox tool & constraint library improvements when at entity limit
Added filter_activator_context and filter_activator_model
Added new inputs/outputs to func_tracktrain
New inputs:
* SetMaxSpeed
* MoveToPathNode
* TeleportToPathNode
* LockOrientation
* UnlockOrientation
Outputs:
* OnArrivedAtDestinationNode
Added 6 new inputs to all entities
* SetLocalOrigin
* SetLocalAngles
* DisableDraw
* EnableDraw
* DisableReceivingFlashlight
* EnableReceivingFlashlight
Also
* Disable flashlight keyvalue
* EF_NOFLASHLIGHT Lua enum
Add input/output description to Entity Properties window
https://files.facepunch.com/rubat/1b2011b1/4KdxnzGL4u.png
ScreenSpace particles adjustments
Set 'connect' Rich Presence string when joining a server
Hackaround for static prop support for util.DecalEx
Probably fixed a (linux only?) srcds crash with debugoverlay library
Added prop_sphere to FGD and added 'radius' keyvalue
removeid checks first argument for entire SteamID too
Added Weapon.Set/GetDeploySpeed to all weapons
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! ▋▆▊▇ ▌ ▇▆▄▍▋▋ ▋█ ▇▅▆▉+▅
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▄▆▄ ▇▍▍█▊▅▋▌▄▊▆▍▅
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▊▄▉▇▍ $▇▍_▍▋▍▇▆█_▄█▌ ▌▆ █_▆▌█▅▍█▊▋▌▍▅▅ (▌█▊▊▊▊█▄▌ ▄▇▇▉▋▌▆▋)
▅▍▉▅▅ $█▄▆▍▊▍▇▉▄▄▊▌█▋▋▇▌▅▇▅▊▆▉ ▄▉ ▅▉▇▍/▊▍▊▍▊ ▄▉▇▊▄▉
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▍▉▅ ▄▅▄▌█▄█ ▋▉▉▆██ ▊▋▉█▅█ ▍▋▆ ▌_▅▋▍▉▇█▊▅▆▉▊
▌▆▆▇ ▋▇▊▌ ▍▅ ▆▍▌▋▌█▍
▆█▉▇▋ ▆▍▅█_█▅▇▍█▄_▍▌▌█_▇▅▇▅▇, ▍▇▊▍▋▄▌▉ ▍▊ ▍
▋▍▆▄▄ ▇ ▅▆▌ █▉▍▋ ▅▄▄▌▇▅▌▌▇▆ ██▉▍██▊ ▊▇ ▆█▇▄▉▌█▍▄ ▄▆ ▌▇▇ ▌▋▋▍ ▍▅ ▌▌▄
▇▊▌▉█▇▊ "▌▆▌▅▋▆.▋▍▉" ▄▍ ▅▋▋▄█▄▅ ▊▆▋▉▊███
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▄▍▌▍▅▊ "▊█▅ ▆ ▊▌▄▍▆ ▍▆▋▋▄▆ ▍▊▉▇▌▇ ▄▋█▄ ▍▆▇▋▉▌▇▆▄ ▅▌▇▇▌▅ ▇▅▌▆█▍"
▉▄▅▄▇▇▉ $▇▇▊▋▊▆▊▉▊▅▋▅▍█▋▌ ▇▊ ▇ ▊▆ █▅▆▉▄ ▄█▅▆▊▆ █▋▍▋ ▉▅▊▄▆▉▋▍ ▄▄▉▉▌▅
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▋▌▊▄▋▋ ▇▆▆▅▌▊ ▄▋▆▌ ▇▆ █▉ ▍▄▍▇ ▉▄▉/▅██▅.▌▊▉
▇▉ ▊▊▊ ▊▆▌ █▇ ▄▉▊▇ ▉▌▌▌▆ ▋▍▊▌▆█ ▊▅ ▆▌▋▍▄▄▉
▇▊▅▋▉ ▋▆▅▊ ▊▆▄█▆▉▊▉
* ▇▉▍▉▊ ▋█▅▍▉ ▍▍ ▊█▄ █▅▄▌▊ ▅▆ ██▌▄▅▍█▆▍▊▆▅ (▉█▅▍▊▍▋▉▉ ▆▆▅▍▆▆▉▇▅▋▍█)
* ▄▅ █▋▊ ▉█▋ ▋▉▇▋▉.▌▉▇▅▇▌▍▊▊ ▆▆ ▊▅▍▋.▌▍▋▍▆▋▉▇▊▆▄█▇▋▌ ▊▍ ▇ █▇▊▅▅▋▌ ▄▌▇▍▆▅▉▉ (▊▍▋▋▇▉▋▆▆ ▊▍▇█▉▌▋▉▆▆▊▉)
▅▊▋▍▄ ▆▍▅▇█▅.▉▌▊▌▅▌▉▌▊▄██▆███▍
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▍█▄▋█ ▉▅▋█ █▄▋▄▇▇▍▇ ▌▌▉▉▊▆▉▉ ▌▊▌▍▍█▄█▉▅█▊ █▉▅▅ ▉█:█▅
* ▉▉██▉▊▄▉ ▄▍▆▆▉ ▆▊▌▇
* ▋█▄▄▆█▅▌ ▆▌▆▋█ ▄▅▋█▍▆▆▇█▇█
* ▉▇▊▍▆▅▆▍ ▆▋▋▄█▅ ▇▄▇▉▆ ▋▌ ▋▊▍▅▉▅
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▋▋▊▋ ▊▄▍▊▊▋█▍ ▌▉█▅▄▍▅▅▉ & ▇▍▊▍▆▌▋
▅▋▆ ▅▉▍▌▅▆█▍▄▊▊▌:
* ▍▌▆█▋▅ ▄▌▌▄▇▄
* ▇▌▄▋█▆ ▆█▍▉▇█
* ▌▋▇▍▊▍ ▄▉▌▉▍▌▋▌▄ ▉▄▍▇▄▅
* ▍█▆ ▅▊▉▌█▅ ▍▇ █▋▉▍▌▅▅ ▍▄▌▅▌▌
* ▅▍▉ ▅▊█▍▆▆ ▇▍▇▄▋▍▇▆ ▄▋ ▉▊▇▄▇
* ▅▊▍▋▇▄▆▋ ▉█▄ ▊▄▊▋ ▋▍▄▅█▉▊ ▌▇▆▊▋
"▋█▆▆▋▍" ▆▄▄ "█▆▍▆▄▅ ▋▊▋" ▆▇▉▆▍▊▉▆▉▋ █▌▊█▋ ▆█:
* ▇▇▅▆▋▋▊▋ ▆▊ ▅▍█▇▌ ▅▉▄▇▆▉ (█▊▊▉██▉▅▌▋▅) - ▍▉▌█ `█▉▉▉▍▉ ▋▄█▆▅` █▉ ▊▄█ `▇▄▍▌▋ ▉▊▇▇▄▊ █▌▍▄▌`
* ▉█▋▄█▌▇▍ ▋▊▆▇ ▇▄ ▍█▋▇ (▌▌▊▍▋▌▌▆)
* ▆▌▌▆ ▅█▆▆▍▅▌▍ ▍▉ ▋▍▅▅▇ (▇▄▆▅▅▊▉▅)
▅▆▉▋▌ ▆▆▉█ ▄██▋▅▄▅▌ ▉▋▇▆▅▊▌▊▉
* █▆▍▋▋ ▊▉▆▄▄▇█▄ ▋▊▍▆▌ ▋▊ ▉▆▍▅▆▉ ▌▅▌▍
* ▉▋▄▇▌ ▄▊▋▇▌▌█▄▍ ▋█ ▉▄ ▊▆ ▍▋▄▄▍▅ ▆▌
█▅▋ ██▅ ▉▊▇▊▍ ▊▇█▉▌▋ ▄▆▄ ▇▌▍▌█▊ ▄▋▊▄█▊▌
▌▆▅▅█ ▄▌▇▅▅▍▅▄▍█
▆▅▆▍▍ ▅█▊▆▌▍▌ ▄▋▄▆▆▆▋▉ ▆▇▋▆▍▇▊ ▆▋ ▄▋█▊▊██▌ █▋▊▇▊▍
▆▉▆▌▊ ▄ ▌▋▌ ▇█▆▍ █▍▍▉▉▆▍▅ ▅█▅█▆▉█▋▉▄
* ▆▉█▉▋▊ ▉▄▅▌▇ ▌▄▆█▉▄
* ▌▉▆▅▄▊
* ▋▅▄▅▇▇▉█▍▇ ▆▆▊█▌ ▅▆▍
* █▅▄▌▆█▍▄▋▉ ▉▅▆▌▅ ▌▊▇▋▉▆▋▊
█▇█▌▍ "▋▄▅▊▇ ▆▋▍▉▌▌" ▊▅▇▊▍▌▌▄ █▄▋▌██▊▋
▋▉▊▉▌▉ ▍_▆▊▇▌▌▄▅▆▆▋▉▄▇▍▅▊▉▉▇ ▇▌▄▆▊▅
▊█▍ ▇▍▇▄ ▄▅▄▍ ▊▍▍▄ ▆▌█▄▍▇ ▆▌▊▌▅▄█▆ ▄▆▇▋▋▆▉▅ ▌▇█▉ ▄▅ ▌▅▄ ▉▉▇▅▄▉ ▅▋▋▇▊
▇▉▋▆▉▌▅ ▌▊▌▆ & ▋█▄▍▄▊▇▇▅▍ █▌▊█▄▅▄ ▊▆▍▍▌▍▌▇▊▅▍▆ ▄▄▉▅ ▆▌ ▍▄▄█▉▇ █▆▊▌▊
▅▋▉▋▅ ▅▇▍▇▌▉_▆▊███▅▄▍▍_▋▇▊▅▄▍▅ ▋▊█ ▊▆▍▊▉▇_██▍▌▅▅▍▄▇_▋█▄▄▌
▇▆▋▌▍ ▋▅▇ ▊▅▍▊▇▌/▆▇▇▍▍▄▄ ▊▄ ▅▌▉█_▊▋▇█▅▊▋▅██
▄▋▋ ▆▄▌▋▌▉:
* ▌▄▋▄██▅▍▌▊▅
* ▊▄█▇▉▊▆▋▌▍▊▋▋▌
* ▆▆▅▌▄▌▆▆▆▊█▌▊▌▍▄▋▌
* █▇▌▍▇█▊▇▉▄▄▊▆▆▄
* ▆▆▆▍▄▌▌▌▇▌▋▍▋▄█▋▋
▅▋▆█▍▆▍:
* ▋▆▊▆▆▆▊█▅▋▇▊▋▅▊▄▊█▉▅▉█▌▇▅▇
▆██▄▉ ▆ ▍▇▆ ▌▅▉▊▄▅ ▇▌ ▍▊▋ ▍▊▉▋▊▍█▄
* ▇▆▇▇▅▌▄▆▍▅▆▅▋█
* ▌▋▍▄▌█▄▆▊▌▋█▇▉
* ▌▋▇▉▌▌▍▍█▋█
* ▋▄▌▇▋▋▉▄▉▋
* ▌▌▉▅▄▄▅▉█▊▋▉██▆▋▊▆▌█▍▆▅▉▅█
* ▅▍▍▅▆█▋▋▄▍▋█▌▌▌█▄▅▋▆▉█▄▍▅
▆▅▄▌
* ▉▊▄▄▉▍▆ ▉▇▇▆▋▊▇▇▍▅ █▍▊█▆▍▌▌
* ▌▊_▌▄▍▍▆▋▍▉▆▋█▆ ▍▉▌ ▊▌█▉
▌▅▊ ▄▍▌▆█/▇▆▊▅▅▋ ▆▇▉▇▇▄▄▋▌▄▅ ▋▅ ▄▄▊▉▅▇ ▇▄▉▆▍▍▅▄▆▉ ▆▉▊▆▉▊
▆▆▇██://▉▅▆▉▌.▆▊▆▇▋▋▉▌▌.▋▋▅/▊▇▅▄▋/▆▊▉▉█▊▇▌/█▆▋▍▋▌▆▊▅▊.▉▌▍
▌▉▄▌█▌▍▅▊▍▆ ▇▌▌▊▄▇▌▍▌ ▉▇█▋▌▄▌█▉▉▊
▊▆▌ '█▄█▋▍▌▇' ▊▋▇█ ▉▍▄▉▉▋▌▊ ▍▇█▄▇▍ ▇▍▉▊ ▅▆▊▅▍█▉ ▊ ▉▌▄▉▌▉
▄▆▆▅▋▌▍▋▌▍ ▆█▍ ▍▄▋▊▌▋ ▄▊▅▌ ▇▍▉▄▍▅▍ ▉▇▉ ▍▍▄▊.▆▅▊▊▇▇▊
▌▉▉▊▉▌▆▅ ▋▋▌▍█ ▍ (▅▆▌▄▉ ▍▇▍▍?) ▍▍▄▅▇ ▊▄▇▆▋ ▅██▄ █▇▇▊█▊▋▄▄▊▋▄ ▍▌▊▌█▇▍
▉▉▊▉▊ ▍█▊▇_▊▅▆█▋▅ █▊ ▅▆▍ ▆▅▍ ▍▇▇▆▋ '▆▋█▇▌▉' ▌▉▋▌▊▋▍▍
▇█▌█▇▇▋█ ▍▊▆▇▊█ ▊▊▅▇▊ ▋█▊▆▌▇▍▌ ▊▊▌ ██▄▇▋█ ▅▍▄▌▍▋▋ ▋▅█
▌█▌▅▊ ▇▄▅█▋▆.▍▄▇/▉▄▋▄▆▋▇▇▊▅▉▅▆▋ ▋▊ ▌▉▋ ▌▅█▋█▆▄
▇▌▍▄▆ ▅▍▊▇▌▍ '▋█▇▅' █▌▋▊ ▉▅▇▇▋▍▋▆▅▆
Added Weapon.Set/GetDeploySpeed to all weapons
Added prop_sphere to FGD and added 'radius' keyvalue
removeid checks first argument for entire SteamID too
Probably fixed a (linux only?) srcds crash with debugoverlay library
Hackaround for static prop support for util.DecalEx
Added 6 new inputs to all entities
* SetLocalOrigin
* SetLocalAngles
* DisableDraw
* EnableDraw
* DisableReceivingFlashlight
* EnableReceivingFlashlight
Also
* Disable flashlight keyvalue
* EF_NOFLASHLIGHT Lua enum
Add input/output description to Entity Properties window
https://files.facepunch.com/rubat/1b2011b1/4KdxnzGL4u.png
ScreenSpace particles adjustments
Set 'connect' Rich Presence string when joining a server
Fix some NPCs that create entities crashing when at the entity limit
Sandbox tool & constraint library improvements when at entity limit
Added filter_activator_context and filter_activator_model
Added new inputs/outputs to func_tracktrain
New inputs:
* SetMaxSpeed
* MoveToPathNode
* TeleportToPathNode
* LockOrientation
* UnlockOrientation
Outputs:
* OnArrivedAtDestinationNode
Added more particle operators
* Remap Particle Count to Scalar init
* Remap Direction to CP to Vector op
Fix DME Model picker not really working
Build dmxconvert
Fixed missing material warning in particle editor
Added a few more particle attributes
* screen space effect
* normal
* Visibility input dot
* Visibility input distance
Added "ender models" particle renderer
unfuck C_EnvProjectedTexture header
Added some Position particle initializers from CS:GO
* Position Along Ring
* Position Along Epitrochoid
* Position Modify Place On Ground
* Position From Chaotic Attractor
More particle operators & changes
New initializers:
* Scalar Random
* Vector Random
* Vector Component Random
* Set Hitbox to Closest Hitbox
* Set Hitbox Position on Model
* Velocity Set from Control Point
"hitbox" and "hitbox set" parameters added to:
* Position on Model Random (initializer) - also `hitbox scale` is now `model hitbox scale`
* Movement Lock to Bone (operator)
* Cull relative to model (operator)
Added render.RenderFlashlights
This is aimed at completely replacing render.Push/PopFlashlightMode and allows to render flashlights on an IMesh correctly.
Do not try to sign local builds on windows
Merge pull requests
* Added flags of the world to DIconBrowser (Community Contribution)
* Do not set PANEL.ClassName in vgui.CreateFromTable to a missing variable (Community Contribution)
Revert "Fix a small visual glitch with DListView column layout"
merge shader changes
Fix shader compile related script
Update .gitignore
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Limit singleplayer Lua file discovery to what AddCSLuaFile was called for
This is a regression fix for no Lua clientside file limit in singleplayer.
Remove unused code to do with lua/send.txt
Revert "Fix a small visual glitch with DListView column layout"
Default $PhongAlbedoBoost to 1 to avoid issues with existing assets
Fix a small visual glitch with DListView column layout
Better names for Texture shader options in spawnmenu (Community Contribution)
Try applying m_FrameSnapshots mutex from CS:GO
Supposedly fixes sv_parallel_sendsnapshot and sv_parallel_packentities random crashing
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DGrid Clear() support, and ignore invisible items (Community Contrib)
Match changes (GMOD_DLL_EXPORT) from gmod module base
Added $phong and $envmaplightscale support for lightmappedgeneric
$envmaplightscaleminmax included
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Sign & Notarize MacOS x86-64 builds
Make file.Exists return correct values for folders in Lua paths
More validity checks for Sandbox tools
Added gmod_delete_temp_files, defaults to 1
Fixed a bug with WorkshopDL causing it sometimes to not work at all
Prevent "skill0.cfg" is missing warnings
Use correct vertex shader for g_screenspace
Sign dlls on windows
Static Prop lightmaps loading and render
backport from x86-64
Increase thread count for shadercompile
Added $PHONGALBEDOBOOST parameter to vertexlitgeneric shader
Restore $envmapsphere for vertexlitgeneric
backport from x86-64
Added $pp_colour_inv to g_colourmodify (spawnmenu included)
Added $phongdisablehalflambert to skin/phong shader
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Delete materials /and sounds/ temp folders on launch/shutdown
Added engine.AbsoluteFrameTime and made FrameNumber() shared
Workaround for Material() loading from data folder not always working
Workaround "../data/whatever" Material() paths not working on linux when garrysmod/materials/ folder is missing
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Refresh menu subscribed lists if they are open when subs change
Spawnmenu search handle errors on invalid output from addons
Restore sorting of Lua files by name
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Remove redundant code from workshopDL
Update TTT
Add controller cfgs
So that they are not ran from mounted games
util.GetModelMeshes now accept "00000" format bodygroups
Batch WorkshopDL queries to 50 addons at a time
Should help with Steam seemingly rate limiting us.
Also reduced number of redundant warnings on failure, added a message when workshop addons are skipped due to cl_downloadfilter mapsonly, instead of spamming about missing files
Reduce build fragment/artifact sizes
Added surface.Get*
* TextPos
Update build scripts
Delete CleanSpawnIcons.bat
backport memory crash fix from x86-64 for vpk/shadercompile
backport gmpublish_linux fix
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