6,127 Commits over 3,806 Days - 0.07cph!
Added private activity functions
util.GetActivityNameByID
util.GetActivityIDByName
util.GetAnimEventIDByName
All are shared, including util.GetAnimEventNameByID
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
Fixed color modify defaults not resetting "invert color" setting
Replace some usages of debug.getregistry()
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 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
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
Fixed some crashes with DSPs
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
CSS file clean ups
Minor changes
Fixed Combine Soldiers with Shotguns having their skin reset (Sandbox)
Create spawnlists from addons easily
Main menu server browser additions
* "Join when not full" option
* Ability to add servers to favorites by IP
Move some hardcoded values of weapon_fists to SWEP.* variables
Closes garrysmod/pull/1980
Co-Authored-By: code_gs <collings509@gmail.com>
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
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
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
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
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.
"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
"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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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
Update base.fgd
Update main_menu.properties
Minor fixes via LuaLS
Deprecated function fixes, type mismatches, extra unused arguments, etc.
Convar descriptions
Fixed NPC related kill achievements
Prevent tiny amounts of damage (< 0.1) taking a whole armor point
Fixed inflator tool not working on NPCs (Regression from #1890)
Improvements to Spawnicon Editor
Convenience buttons to rotate the model, set LOD to highest.
Fixed addon presets not importing correctly
DCategoryCollapse disabled state visual support
Fixed depth issues with DModelPanel when 2+ are overlayed
Fixes and changes regarding "Demo To Video" functionality
Fix Lua errors when Spawnicon context menu is used after icon removal
Visually disable server disabled Sandbox tools
Permission system related UI improvements
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Remove full paths from "Adding Filesystem Addon"
Fix floating GMAs not loading correctly
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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
Fix linux compile (case sensitivity)
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.
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.
Fixed expert compile settings in Hammer corrupting
Let's try moving FileProperties for CmdSeq.wc lower
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
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
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Update feature_request.md
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
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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
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
Do not render first person physgun effects during skybox pass
Let's try enabling custom activity IDs on client
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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()
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 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...