1,679 Commits over 1,308 Days - 0.05cph!
Precache physgun materials
Let's try releasing decal materials (and textures) on map shutdown
Better refcounting for model decal materials
Clicking in the Paint tool UI will always bring up the paint tool
Fixed regression with nextbot pathfinding involving ladders
Rookie mistake
Fixed certain brushes not having any collisions on maps
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
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
Added u1 and v1 field support to Mesh:BuildFromTriangles
Fixed shotgun firing on its own after being unholstered
This could happen if you start reloading, press attack button and switch away from the shotgun in rapid succession.
Fixed being able to open ammo crates from any distance using delayed damage and equipping crowbar
Set inflictor of Crowbar/Stunstick dmg to the weapon itself, not the player
Remove mem_eat command
Fixed an infinite loop with Panel:SetDragParent (Community PR)
Fixed duplicated NPCs being unintentionally dropped to floor sometimes
Backport branch specific compile error fix
Allow constraint.Keepupright to be called on more entities
Still disallow players and the world
Fixed util.IsBinaryModuleInstalled giving false positives (Community PR)
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
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
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
Added DSP as 6th optional argument to sound.Play
Fixed workshop status UI not appearing
Do not destroy dynamic material created by surface.SetMaterial
To see if this was the cause of crashes for some ppl
Check for activator validity in CGameUI::Deactivate
Maybe there's was crash there that is fixed now.
Performance improvements with usages of CNavArea
Close the fallback menu if the real one was too slow to load but did
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
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
Remove unintended change to ClientsideModel
Allow creating RTs if the texture with the same name is an error texture
Clean up Lua created render targets on level shutdown
Cleanup Lua created bound textures (surface.SetMaterial) on map shutdown
Remove "TODO: Refusing to discard X bytes" message
Would appear with developer 1 referencing map entity lump, the memory is properly purged on map load
Fix HL1 sentry leaving solid barrier on death with keep ragdolls
Undo changes to Player:SetActiveWeapon
Apply a physgun hack to it similar to gravgun
Use blocking load for ClientsideModel/Ragdoll models
Prevents regressions with addons not expecting async loads
Change up logic that detects whether the HTML menu loaded or not
Change up logic that detects whether the HTML menu loaded or not
Display the shitty menu replacement if the real one doesnt load in 3seconds
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
Options button for menu fallback
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
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
Temporary Panel related fixes (OnRemove, SetParent)
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
Rollback download-artifact to v3 as well
Downgrade Linux/Mac to v3
Check for null in Panel.SetParent
Try using v4 actions for everything
Fixed another regression with Entity.NetworkVar
Added workaround to gm_load/persistance due to addons breaking stuff
Make 'Couldn't find target' warning more verbose
So you know where its coming from
Fixed a crash with AddOriginToPVS
Fixed regression with markup library
Added a warning when orange box particle count is weird
Hopefully shed some light on a crash issue
Merge Pull Request - Prevent hangs with table.Add
More linter based Lua fixes
More Lua fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
Use SetEnabled or SetDisabled
More robust Elastic value calculations, does not rely on integers for boolean inputs
Query server addons 500 at a time (was 50)
Fixed crashes when maps have entities parented in an infinite loop
Will print a LEVEL DESIGN ERROR warning to console in such cases.
Added "teamonly" param to "player_say" game event
Fix exploit with pp/copy and halo lib
Do not try to listen to non existent player_hurt_ex gameevent
Fix bin/win64/vbsp.exe not finding .fgd files out of the box
Fixed datapack_stats
Added util.IsRayIntersectingRay
Takes 4 positions (2 start/end pos), returns bool, float (dist1), float (dist2)
Remove engine.ServerFrameTime from menu state
No need for it there
Added NPC:GetIdealSequence
Move where we set -game for Hammer, and init mod shaders for vbsp
Fixed func_tank becoming unusable with firerate of <= 0
BLock cl_defaultweapon
Creates confusion for players who don't know of its existence
Fix trigger_hurt damagetype parsing
Increase the base Hammer Compile Window size to 1280x720
Fix vbsp cubemap code failing every time
Fixed func_instance_io_proxy not updating inputs correctly
All VMFs (map, and each instance) need to be re-saved for this to work properly. MapIO separators are changed from commas to ESC character.
Hammer/game was always able to load such VMFs/BSPs, but didn't write them. Now it does. so GMod .vmf files may not be compatible with ancient Hammer editors.
Moved "cached version doesn't exist" to developer 1
Set -game to garrysmod for Hammer, if not set
Fixes gmod shaders not loading in Hammer, resulting in certain materials failing to load as well, such as the painted skybox
Undo changes to QueuedLoader and ClientsideModel/Ragdoll
Disable more stuff I enabled
Disable some parts of QueuedLoader
Reset lua_error_url on level init like before for x86-64
Because the server enforced cvar value system is not present
Partially fix dynamic model loading
Undo changes to ClientsideModel for now