1,646 Commits over 1,157 Days - 0.06cph!
Make certain NPCs appear in killfeed
* Helicopter, Combine Ceiling Turret and Camera and Antlion Grub
Fix inverted null check from yesterday
Fixed regression with clientside entity removal
Add newline to "BroadcastMessage" console message
Prevent player's view ROLL from being changed by bad actor maps
* Either by spawning or teleporting the player
Another malicious map prevention
Undo view setup for reflection/refraction views (from x86-64)
Do not rebuild node graph for workshop maps
Basically if the .ain file exists in a workshop addon or the map itself, do not rebuild the node graph because it will just not be used, and be rebuilt every time the map is loaded
Prevent unexpected disconnection when using gm_load on a server
NULLLLL chex
Revert "Try undoing SSAO related changes"
This reverts commit 4b97ae707eadfb92853539aa5d2aa9b573d8067b.
Revert "Remove 2 more random things"
This reverts commit 8b638a11745235a951df3dbacd35fd4d7018e5ed.
Revert "lets try undoing water reflection changes"
This reverts commit 39fad7956c7f4a4ab8c8e028a566883e45ba8310.
Undo changes to reflection/refraction view setup
lets try undoing water reflection changes
Remove 2 more random things
Try undoing SSAO related changes
Fix viewmodel bob spazzing out at high curtimes
undef svc_Menu
Fixed CurTime being clamped to float serverside
Fix menu not working in browser due to recent changes
Adjust spawnmenu HTML tabs colors and padding
* Make the blue color darker, consistent with main menu
* Make the save button have better contrast when hovered
* Remove unnecessary padding/margins so there's more space for the content , and the icons are aligned with the category selector box
* Removed unused CSS classes (.btn-back)
Add hover/active states to some button classes in main menu
* Paginator, map categories, addon modals now have :hover and :active states where they didn't use to, makes it consistent with other buttons that do have hover states, etc.
Merged Pull Requests (Community Contributions)
* Menu: New Game checkboxes cleanup
* Menu: Improve modals on Addons page
* Menu: Optimise favourite map handling
* Menu: Optimise 'ng-tranny' translation module
Copy over changes to ReadPreserveEnt from CS:GO
Cleaned up Panel.h
Minor cleanups for gmod stuff in c_baseentity.h
Try a fix for "GetEntServerClass failed for ent 1"
Will print "WriteDeltaEntities m_pNewPack is NULL!" when the "fix" is hit, hopefully it will only ever happen in the one case where it would shutdown the local server since it may cause side effects on its own (for clients)
Minor cleanups
* Remove dummy functions in CLuaGameSystem
Remove obsolete/undocumented/useless panel types from vgui.Create
* Also duplicate entries for RichText and SpawnIcon
Fixed asset://mapimage/ using wrong mime type
Fixed a exit game crash to do with multirun
* GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL
Fix potential issues with networking code
* Investigating "GetEntServerClass failed" error
Validate inputs to sound.Generate
Fixed exit game crash to do with procedural sounds
Some minor changes from TF2 SDK
* Fixed some theoretical memory leaks with keyvalues
* CMDLPanel pose parameter fix (PR from SDK repo)
* `firstperson` disables `camortho` (PR)
* ESC closes chat box even if the text entry for the message is not focused (PR)
Fix unnecessary "Encountered VTF 7.5 IDs" warnings
constraint library - rope material shader whitelist changes
* Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!)
Potential crash fixes
correct units in ToString of GMod_StC and CtS net messages
* Now shows bytes correctly
Adjust formatting of lua_dumptimers
Adjust formatting of `lua_find(_jooks)` output
Fixed ACT_HL2MP_SWIM(_IDLE)_PASSIVE having swapped IDs
* Fixes swimming animations for the hold type not working correctly
weapon_base also retargets ACT_MP_SWIM_IDLE
Remove non existent key-values from env_smoketrail in FGD
Update weapon_physgun.txt
* Remove references to Pistol
Refix SMG1 grenade smoke
* For some reason the previous hacky fix stopped working, so instead we just make env_smoketrail not add its velocity to its particles, so it works as expected.
Fixed SWEP autorefresh integration with spawnmenu
Try to handle VTF v7.5 format IDs correct-er
Fixed networking of ammo types for weapons
Bump steam.inf
Remove lua_matproxy_nobindmat
Matproxies no longer push thousands of material objects to Lua
Removed dummy user messages for removed haptics stuff
Change ScreenFade network to just use floats
Get rid of CHudMenu & its usermsg
Remove dummy vote HUD user messages
Remove Lua hacks that depend on up to date clients
Changes around sv_visiblemaxplayers
* It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?)
* Add convar limits to sv_visiblemaxplayers (-1 to 128)
* Removed unused globals set by `loading.lua`
* Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway)
* Updated the aforementioned console print from server to include more data
* Updated the color of the aforementioned console print (SVC_Print) to be unique
Nuking SVC_Menu
Improve networking precision of world clicker
* This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
Turn some DevMsg to DevWarnings
* has an invalid spotlight
* Warning, funcladder with block
* --- Host_NewGame ---
Properly prevent damage-inducing view punch from falldamage
* It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
CurTIme to double
List of changed symbols: (float=>double)
* CBaseServer::GetTime, GetTickInterval, m_flTickInterval
* IServer::GetTime, GetTickInterval
* CClientState::GetTime, m_tickRemainder
* C_BasePlayer:GetTimeBase
* CPrediction::RunSimulation
* CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase
* CGlobalVarsBase::curtime, interval_per_tick
More CurTime double stuff
* C_BaseEntity::BaseInterpolatePart1
* C_BaseEntity::Interpolate, CBaseEntity::Interpolate (and other entities)
* C_BasePlayer::GetFinalPredictedTime
* CBaseCombatWeapon::m_flNextPrimaryAttack, m_flNextSecondaryAttack, m_flTimeWeaponIdle
Remove clientside override of type()
Minor cleanups
Cleanup GMOD_Player class a little bit
* Moved public fields to private for those that already had accessors
Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw
* The hooks will no longer be called while they are already being executed
Better descriptions for gm_snapangles and gm_snapgrid
Optimized some CVEngineServer functions to do with looping over player list
* Also fixes some pointless compile warnings
Fixed more compile warnings
Optimizations for GM:PlayerCanHearPlayersVoice usage
* Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth
* Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others
* GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks
* GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
Update ent_pivot concommand description
Rework the GM:PlayerCanHearPlayersVoice rework
* Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well
Use list.GetEntry in other places where it is possible to use it
* This is a micro optimization, but also cleans up code a bit
Skin support for util.GetModelMeshes + optimization
Fixed an null pointer crash with sv_debug_player_use
Micro optimizations for most Lua functions returning a sequential table
Deduplicate AddConsoleCommand code (menu vs non menu)
* Now it is consistently implemented for all realms
Minor adjustment to SWEP:OnRemove
* Should be no functional change, just more consistent when it is called with other SENT types
Fix UnStatue bypassing CanProperty serverside
Add function location to `lua_find(hooks)` commands
Update gmod_physiterations desc to specifically mention constraints
Merge small fix for LuaJIT
Bump system error buffer to 256
Fixed ATI1N and ATI2N names being swapped
Utilities tabs dynamically load convar defaults for default preset
Clean ups
* Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all
* Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only)
* Remvoed autoaim_unlock_target which is now unused
Allow fractional tickrates (i.e. 66.666), and clamp the result
* Clamped between 1ms and 100ms
Ragdoll inherit submaterials from their parent entities
* This can't work for gibs because gibs are different models and have gib models usually have different material IDs
Zombie gibs/headcrabs inherit materials/render mode
Fixed saving dupes not updating "My Dupes" immediately
Do not draw Tool Gun help and HUD in vehicles
Improve usage of tools from inside of vehicles
* Ignores the vehicle entity for traces
Improve spawnmenu spawning trace while in vehicle
* ignores vehicle the player is in
* Also make dead players who are not admins be unable to spawn stuff
Fixed some DoD materials
* Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop
Fixed some unlocalized strings in spawnmenu
DBinder improvements
* Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders.
Added ability to randomize/clear only one category in Faceposer
Fixed some DoD materials
* Fixed excessive reflections on that one map, fixed footstep sounds mostly, fixed that one missing texture on that one prop
Fixed some unlocalized strings in spawnmenu
DBinder improvements
* Added localization (NONE, PRESS A KEY), added a tooltip that explains its usage (right click to clear), added ability to middle click to reset to default, just like sliders.
Added ability to randomize/clear only one category in Faceposer
Add function location to `lua_find(hooks)` commands
Update gmod_physiterations desc to specifically mention constraints
Fixed ATI1N and ATI2N names being swapped
Utilities tabs dynamically load convar defaults for default preset
Clean ups
* Removing GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all
* Removing CHL2_Player ::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only)
* Remvoed autoaim_unlock_target which is now unused
Allow fractional tickrates (i.e. 66.666), and clamp the result
* Clamped between 1ms and 100ms
Ragdoll inherit submaterials from their parent entities
* This can't work for gibs because gibs are different models and have gib models usually have different material IDs
Zombie gibs/headcrabs inherit materials/render mode
Fixed saving dupes not updating "My Dupes" immediately
Do not draw Tool Gun help and HUD in vehicles
Improve usage of tools from inside of vehicles
* Ignores the vehicle entity for traces
Improve spawnmenu spawning trace while in vehicle
* ignores vehicle the player is in
* Also make dead players who are not admins be unable to spawn stuff
Minor adjustment to SWEP:OnRemove
* Should be no functional change, just more consistent when it is called with other SENT types
Fix UnStatue bypassing CanProperty serverside
Update ent_pivot concommand description
Rework the GM:PlayerCanHearPlayersVoice rework
* Should fix ALL the issues, also made it force update everyone every 5 seconds when people are talking as well
Bump system error buffer to 256
Use list.GetEntry in other places where it is possible to use it
* This is a micro optimization, but also cleans up code a bit
Skin support for util.GetModelMeshes + optimization
Fixed an null pointer crash with sv_debug_player_use
Micro optimizations for most Lua functions returning a sequential table
Deduplicate AddConsoleCommand code (menu vs non menu)
* Now it is consistently implemented for all realms
Minor cleanups
Cleanup GMOD_Player class a little bit
* Moved public fields to private for those that already had accessors
Fixed infinite loops when calling DrawModel from Pre/PostPlayerDraw
* The hooks will no longer be called while they are already being executed
Better descriptions for gm_snapangles and gm_snapgrid
Merge small fix for LuaJIT
Optimized some CVEngineServer functions to do with looping over player list
* Also fixes some pointless compile warnings
Fixed more compile warnings
Optimizations for GM:PlayerCanHearPlayersVoice usage
* Removed IVEngineServer::GMOD_GetPlayerIsSpeaking & GMOD_ShouldUpdateVoiceMasks, CBasePlayer::IsUsingVoice, C_BasePlayer::ShouldGoSouth
* Moved certain gmod fields at the end of CBasePlayer and C_BasePlayer to be private, rearranged others
* GM:PlayerCanHearPlayersVoice will no longer be called for non speaking players when any player speaks
* GM:PlayerCanHearPlayersVoice will be called for a speaking player if it was called too long ago (0.3 seconds)
Update VRAD limit output
Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0.
For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props)
Make .properties parsing code same on win/linux
Fixes certain strings not loading correctly on Linux
Update localization files
Merged Pull Requests
* Optimized Widgets system
* Server rating penalty for outdated servers
* Localization for chat message prefixes (dead/team messages)
Handle edict limit Lua errors in some Sandbox dupe functions
Sandbox entity spawning adjustments
* Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists
* Use list.GetEntry where possible, avoid copying the entire list and cleans up code
Fixed list.GetEntry erroring when used
Fixed duplicator support for HL2 entities as non admin
* Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do
* Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks
* Portal cores now duplicate properly
Added resistance-hacked combine mine to spawnmenu
Fixed TreeSway causing graphical glitches with Flashlight
* The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues.
Prevent potential crashes on changelevel to do with color correction
Pull request: Minor loading screen cleanups
Disallow spawning SWEPs without models via spawnmenu
* Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click)
Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin
Speed up entry animations for the 3 PHX seats
* From 3 seconds to 1 second, like the other seats
Fixed 2D skybox not rendering in water reflections without 3d skybox
* When the water material specified "render 3D skybox", but map has no 3d skybox.
Let's try randomizing client port if not overwritten by client
Map icons for new TF2 maps
Fix some BSP files not loading due to recent changes
team_control_point (TF2) placeholder entity
Pull Request: Minor optimizations for PlayerSelectSpawn
Player:GetPunchAngle errors with lua_strict 1 (deprecation warning)
Make surface props 3 & 4 work for traces
* for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter
Minor compile warning fixes
prop_exploding_barrel placeholder entity (CS:GO danger zone map)
Allow mesh.TexCoord to only accept 1 tex coord
So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally
End current Lua mesh (if there is one) on Lua error
* This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library.
Adjust Lightmapped_4WayBlend $seamless_scale warning
* Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
Apply a hack for clients missing MainEyePos
Fix certain props not being able to be spawned due to recent changes
Added 2 new parameters to PortalRefract shader
* $PortalColorGradientDark and $PortalColorGradientLight
Added 2 new params to SpriteCard shader
* $AimAtCamera, $OrientationMatrix ($Orientation 2)
* $Orientation now supports modes 3 and 4
$basetexturetransform support for DepthWrite (alpha tested materials)
Recompiled necessary shaders
Fix certain props not being able to be spawned due to recent changes
Apply a hack for clients missing MainEyePos
Make surface props 3 & 4 work for traces
* for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter
Minor compile warning fixes
prop_exploding_barrel placeholder entity (CS:GO danger zone map)
Allow mesh.TexCoord to only accept 1 tex coord
So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally
End current Lua mesh (if there is one) on Lua error
* This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library.
Adjust Lightmapped_4WayBlend $seamless_scale warning
* Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass
Let's try randomizing client port if not overwritten by client
Map icons for new TF2 maps
Fix some BSP files not loading due to recent changes
team_control_point (TF2) placeholder entity
Pull Request: Minor optimizations for PlayerSelectSpawn
Player:GetPunchAngle errors with lua_strict 1 (deprecation warning)
Fixed TreeSway causing graphical glitches with Flashlight
* The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues.
$basetexturetransform support for DepthWrite (alpha tested materials)
Prevent potential crashes on changelevel to do with color correction
Pull request: Minor loading screen cleanups
Disallow spawning SWEPs without models via spawnmenu
* Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click)
Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin
Speed up entry animations for the 3 PHX seats
* From 3 seconds to 1 second, like the other seats
Fixed 2D skybox not rendering in water reflections without 3d skybox
* When the water material specified "render 3D skybox", but map has no 3d skybox.
Handle edict limit Lua errors in some Sandbox dupe functions
Sandbox entity spawning adjustments
* Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists
* Use list.GetEntry where possible, avoid copying the entire list and cleans up code
Fixed list.GetEntry erroring when used
Fixed duplicator support for HL2 entities as non admin
* Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do
* Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks
* Portal cores now duplicate properly
Added resistance-hacked combine mine to spawnmenu
Update VRAD limit output
Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0.
For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props)
Make .properties parsing code same on win/linux
Fixes certain strings not loading correctly on Linux
Update localization files
Merged Pull Requests
* Optimized Widgets system
* Server rating penalty for outdated servers
* Localization for chat message prefixes (dead/team messages)
Added render.GetFogMaxDensity
Added a self-check to CBaseHandle::Init
Fixed 2 minor compile warnings
Defer OnRequestFullUpdate if not in main thread
GHA/Steamworks prepwork for network_test branch
Fixed potential nullptr server crashes in networking
Minor cleanup/compile warning fix
Fixed a potential issue with bad BSP embedded files
asset:// supports .svg
Reject non texture customization files
Win32 unicode file search support (disabled)
file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
Ship a fixed version of `materials\nature\rockwall021b.vmt`
dod_control_point placeholder entity
Fix refcount leaks due to render.Pop/PushFilter functions
This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf
Added MAX_PLAYER_BITS
VRAD: Enable static prop lighting (vertex & lightmap) with `-fast`
* Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster.
* Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field)
Minor model rendering changes from cs:go
* Mostly null checks, etc.
Prevent crashes with vertexSize of 0 on materials
* Will now use error material instead, and SPAM you about what material is wrong
Fix a crash on game exit to do with models
Clear "missing" flag on all materials when a map is started loading
Add sv_nomap_timeout
* Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all)
* Also added a console message telling the user to load a map with the map console command
Fixed spam about "as if it were a variable" on GUI srcds
Init 3rd person camera on map load as well as shutdown
Implement support for $reflect2dskybox for Water shader
Restore the hack for static prop fades for CS:GO maps
Not sure why it was removed, I guess we will find out eventually if it causes issues.
Fixed a typo in "Save file appear to be invalid!"
Added $reflect3dskybox
Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water
Make construct water reflect 3D skybox
Remove `"flammable" "no"` from 2 PHX bombs
`"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time.
Added MainEyePos, MainEyeAngles, use it for properties.lua
These 2 functions store main view's position and angle without being affected by any other view or render.RenderView
Fixes properties not being usable if render.RenderView is called at all times
Fixed render.RenderView affecting FOV for worldclicker
Fixed sun glow overlay not rendering in water
Minor viewrender changes from CS:GO
* Clamp fog lerp, restore position/angles for reflection/refraction views after rendering
Minor optimization for DecalTermAtPos
Fixed (near?) infinite loops in EnumerateElementsInBox
* This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a)
* Also some kind of ID3v2 implementation, but not confident enough to make it available yet
Added "Restore" input to func_breakable_surf entity
Minor improvements to Lua's render lib
* Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan)
* Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things)
Minor cleanups
Added 2 new parameters to PortalRefract shader
* $PortalColorGradientDark and $PortalColorGradientLight
Added 2 new params to SpriteCard shader
* $AimAtCamera, $OrientationMatrix ($Orientation 2)
* $Orientation now supports modes 3 and 4
Ship a fixed version of `materials\nature\rockwall021b.vmt`
dod_control_point placeholder entity
Minor improvements to Lua's render lib
* Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan)
* Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things)
Minor cleanups
Added render.GetFogMaxDensity
Added a self-check to CBaseHandle::Init
Fixed 2 minor compile warnings
Defer OnRequestFullUpdate if not in main thread
GHA/Steamworks prepwork for network_test branch
Fixed potential nullptr server crashes in networking
Minor cleanup/compile warning fix
Fixed a potential issue with bad BSP embedded files
asset:// supports .svg
Reject non texture customization files
Win32 unicode file search support (disabled)
file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a)
* Also some kind of ID3v2 implementation, but not confident enough to make it available yet
Added "Restore" input to func_breakable_surf entity
Remove `"flammable" "no"` from 2 PHX bombs
`"flammable" "no"` did nothing before, but does a thing now, and apparently these props have had them the whole time.
Added MainEyePos, MainEyeAngles, use it for properties.lua
These 2 functions store main view's position and angle without being affected by any other view or render.RenderView
Fixes properties not being usable if render.RenderView is called at all times
Fixed render.RenderView affecting FOV for worldclicker
Fixed sun glow overlay not rendering in water
Minor viewrender changes from CS:GO
* Clamp fog lerp, restore position/angles for reflection/refraction views after rendering
Minor optimization for DecalTermAtPos
Fixed (near?) infinite loops in EnumerateElementsInBox
* This was caused by having mins be bigger than maxs, or negative radius for EnumerateElementsInSphere
Fixed flashlight trying to use invalid VM attachments
Fixed flashlight trying to use invalid VM attachments
Add sv_nomap_timeout
* Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all)
* Also added a console message telling the user to load a map with the map console command
Fixed spam about "as if it were a variable" on GUI srcds
Init 3rd person camera on map load as well as shutdown
Implement support for $reflect2dskybox for Water shader
Restore the hack for static prop fades for CS:GO maps
Not sure why it was removed, I guess we will find out eventually if it causes issues.
Fixed a typo in "Save file appear to be invalid!"
Added $reflect3dskybox
Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water
Make construct water reflect 3D skybox
Fix refcount leaks due to render.Pop/PushFilter functions
This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf
Added MAX_PLAYER_BITS
VRAD: Enable static prop lighting (vertex & lightmap) with `-fast`
* Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster.
* Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field)
Minor model rendering changes from cs:go
* Mostly null checks, etc.
Prevent crashes with vertexSize of 0 on materials
* Will now use error material instead, and SPAM you about what material is wrong
Fix a crash on game exit to do with models
Clear "missing" flag on all materials when a map is started loading
Alias sdk_lightmappedgeneric_dx9 to lightmappedgeneric
Change DHTML/HTML console message "source" color
Pull Request: Fixed missing Server Browser localization
Main menu adjustments
* Use localized string for "server not responding" for favorites
* Adjust blue colors in server browser to be consistent with each other, including hover colors, and be slightly darker for better contrast with white text
* Adjust "Search servers by IP" menu in favorites tab
Fixed a bunch more compile warnings
Close spawn/context menus when main menu is open
Also disallow F1 to open spawnmenu in main menu
Call Remove instead of Close for toolstips, if Close is not defined
More compile warning fixes
Remove main menu's reliance on RUNLUA: hack
Reduce MAX_LIGHTMAP_DIM to 128
Bumpmapped materials allocate 4x the size, so we have to account for that.
Bump "target max" size for entdata to 4MB (from 394KB)
No real functionality change, just less OVERFLOW!!111 warnings on map compile
Added `spawnmenu_toggle`, defaults to 0
This setting is available in Utilities => User => Sandbox
Give better max values for Utilities => Sandbox limit sliders
Switch debugoverlay functions to better optional argument checking
* Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now
Added Player:SetFlashlightColor (clientside only, but works on others)
Minor cleanup: Remove GetPlayerEntIndex from headers
Fixed Player:Flashlight playing sounds when nothing changes
Use `gmod_flashlight` attachment for flashlight if it exists
This works for player models, world models and view models
Spawnicon resize menu: work around the weird offset with icons
Added ability to select what weapon Creator Tool spawns NPCs with
Update IME candidate menu size to fit new text
Fixed respawning while driving while dead putting you to death position
Respawning while driving will no longer snap eye angles to spawnpoint
Minor cleanups
Use consistent search paths for textures and some model code
* Makes textures load from "GAME" path instead of NULL, so it is consistent with models and materials.
* Changed some gmod code related to reading model files to also use "GAME" path instead of NULL for consistency with engine model loading
Prevent potential server crash with npc_heli_avoidsphere at edict limit
Fixed missing alpha channel on DoD:S playermodel fallbacks
Consistent mat_monitorgamma convar flags
Adjust formatting of VRAD usage info
* Give more context to -SunSamplesAreaLight
Fixed Menu Lua errors when creating presets
* Due to recent changes to main menu internals
Fixed crashes to do with a certain broken demo file
Improve invalid model detection
Make `gm_spawn` only work for .mdl files
util.IsValidModel returns false if extension is not .mdl
Better warning for "Unknown read error 38"
Consistent mat_monitorgamma convar flags
Adjust formatting of VRAD usage info
* Give more context to -SunSamplesAreaLight
Fixed Menu Lua errors when creating presets
* Due to recent changes to main menu internals
Fixed crashes to do with a certain broken demo file
Improve invalid model detection
Make `gm_spawn` only work for .mdl files
util.IsValidModel returns false if extension is not .mdl
Better warning for "Unknown read error 38"
Update IME candidate menu size to fit new text
Fixed respawning while driving while dead putting you to death position
Respawning while driving will no longer snap eye angles to spawnpoint
Minor cleanups
Use consistent search paths for textures and some model code
* Makes textures load from "GAME" path instead of NULL, so it is consistent with models and materials.
* Changed some gmod code related to reading model files to also use "GAME" path instead of NULL for consistency with engine model loading
Prevent potential server crash with npc_heli_avoidsphere at edict limit
Fixed missing alpha channel on DoD:S playermodel fallbacks
Switch debugoverlay functions to better optional argument checking
* Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now
Added Player:SetFlashlightColor (clientside only, but works on others)
Minor cleanup: Remove GetPlayerEntIndex from headers
Fixed Player:Flashlight playing sounds when nothing changes
Use `gmod_flashlight` attachment for flashlight if it exists
This works for player models, world models and view models
Spawnicon resize menu: work around the weird offset with icons
Added ability to select what weapon Creator Tool spawns NPCs with
Probably fixed Linux compile
Remove main menu's reliance on RUNLUA: hack
Fixed some warnings about mismatched convar flags
Reduce MAX_LIGHTMAP_DIM to 128
Bumpmapped materials allocate 4x the size, so we have to account for that.
Bump "target max" size for entdata to 4MB (from 394KB)
No real functionality change, just less OVERFLOW!!111 warnings on map compile
Fixed a regression with ConCommandHash related changes
Revert "CurTIme to double"
This causes serious prediction issues with existing servers, so it will need to be done with a network compat update
Added `spawnmenu_toggle`, defaults to 0
This setting is available in Utilities => User => Sandbox
Give better max values for Utilities => Sandbox limit sliders
Alias sdk_lightmappedgeneric_dx9 to lightmappedgeneric
Change DHTML/HTML console message "source" color
Merge ConCommandHash stuff from x86-64
Pull Request: Fixed missing Server Browser localization
Main menu adjustments
* Use localized string for "server not responding" for favorites
* Adjust blue colors in server browser to be consistent with each other, including hover colors, and be slightly darker for better contrast with white text
* Adjust "Search servers by IP" menu in favorites tab
CurTIme to double
List of changed symbols: (float=>double)
* CBaseServer::GetTime, GetTickInterval, m_flTickInterval
* IServer::GetTime, GetTickInterval
* CClientState::GetTime, m_tickRemainder
* C_BasePlayer:GetTimeBase
* CPrediction::RunSimulation
* CBasePlayer::SetTimeBase, CBasePlayer::GetTimeBase
* CGlobalVarsBase::curtime, interval_per_tick
Fixed a bunch more compile warnings
Close spawn/context menus when main menu is open
Also disallow F1 to open spawnmenu in main menu
Call Remove instead of Close for toolstips, if Close is not defined
More compile warning fixes
Minor cleanups
Compile warning fixes
More compile warning fixes
Fix IgnorePlayers acting as DisableAI for strider
Fix AR2 impact effects appearing when shooting the skybox
Added MATERIAL_CULLMODE_NONE for render.CullMode
Increase MAX_LIGHTMAP_DIM to 256
MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256
MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256
TTT: Updated Russian localization (Community Contribution)
* Also made radio buttons slightly wider
Spawnmenu/contextmenu toggle mode
* If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise
Some OOB checks
Main menu start new game options changes (Community Contribution)
* Fixed P2P: Friends only resetting after starting a game
* Visual adjustments to alignment of certain elements in the start new game options menu
Fix 'status' showing IP address for -p2p dedicated servers
* For listen servers it was already not a thing
Updated TTT
TTT: Added optional translation parameters when adding radio sound names (Community Contribution)
Try to work around infinite loops with WaterLevel()
Refactor how Lua trace filters are loaded to remove code duplication
HTML panel ConsoleMessage improvements
* Make HTML.ConsoleMessage behavior match better that of DHTML
* Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate)
* DHTML no longer overrides console.log for CEF panels
* Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event)
Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base)
Rename npc_tf2_ghost spawnmenu entry
* (this is separate on purpose)
Combine duplicate HTTP headers with a comma
Added Panel.SetTextHidden
Combine duplicate HTTP headers with a comma
Added Panel.SetTextHidden
Updated TTT
TTT: Added optional translation parameters when adding radio sound names (Community Contribution)
Try to work around infinite loops with WaterLevel()
Refactor how Lua trace filters are loaded to remove code duplication
HTML panel ConsoleMessage improvements
* Make HTML.ConsoleMessage behavior match better that of DHTML
* Added [Warn] [Error] [Debug] prefixes to console messages output by HTML panels (when appropriate)
* DHTML no longer overrides console.log for CEF panels
* Added HTML.ConsoleMessage severity argument - possible values are "log" "warn" "error" "debug" (chosen to match the JS functions that produce the event)
Rename npc_tf2_ghost to nb_example, and move it to Sandbox (from base)
Rename npc_tf2_ghost spawnmenu entry
* (this is separate on purpose)
Compile warning fixes
More compile warning fixes
Fix IgnorePlayers acting as DisableAI for strider
Fix AR2 impact effects appearing when shooting the skybox
Added MATERIAL_CULLMODE_NONE for render.CullMode
Increase MAX_LIGHTMAP_DIM to 256
MAX_BRUSH_LIGHTMAP_DIM_INCLUDING_BORDER 32=>256
MAX_DISP_LIGHTMAP_DIM_INCLUDING_BORDER 128=>256
TTT: Updated Russian localization (Community Contribution)
* Also made radio buttons slightly wider
Spawnmenu/contextmenu toggle mode
* If the associated key is released within 200 ms, the associated menu will not close. Holding behavior unchanged otherwise
Some OOB checks
Main menu start new game options changes (Community Contribution)
* Fixed P2P: Friends only resetting after starting a game
* Visual adjustments to alignment of certain elements in the start new game options menu
Fix 'status' showing IP address for -p2p dedicated servers
* For listen servers it was already not a thing
Do not save or load mat_specular/mat_bumpmap in registry
These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
Add more info to "Sprite model's not supported any more" warning
Added lua_strict checkbox to Lua problems menu
Added util.IsBoxIntersectingBox
Move $LightMapWaterFog warning so it only runs once.
Water with $lightmapwaterfog will now receive lightmaps on compile
Fixed change in behavior of File:Read on overflow input
Draw cheap water instead of pure white mesh when missing many parameters
* Also disable blending on cheap water since it seems to just cause issues.
Added new parameters to Entity:DropToFloor
mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256
Only do NPC animation retargeting if addons don't add missing animations