1,822 Commits over 1,308 Days - 0.06cph!
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fix branch specific build error
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Only use networked velocity for entities that set it serverside
Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked
Make particle preview background slightly lighter (32,32,32)
Fixed more crashing issues to do with particles
Fixed DrawOverlay not running clientside
Attempt fix filesystem threadpool again
Fixed crashes to do with NPC:TaskFail
Apply vprof changes from x86-64 to do with ThreadId_t
Fixed DrawOverlay not running clientside
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
Update windows build scripts to have proper titles
Builds 32-bit version using v142 tools as well
And also build LuaJIT with specific toolset
Fixed crashes to do with NPC:TaskFail
Potentially fixed Linux SRCDS async file IO
Potentially fix vprof on Linux SRCDS
Make flex controller names case insensitive again
Optimizations for weapon autorefresh in spawnmenu
Fix more potential crash issues to do with particles
Fixed .gma whitelist being different between game/gmad
Update net.lua - comment typo
Add all missing Portal 2 map icons
More particle system changes from CS:GO
Endcap particle stuff.
New parameters for all operators:
"operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state"
Particle intitializer updates from CS:GO
"scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere
"randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation
"shuffle" and "linear" for C_INIT_RandomSequence
"use particle count instead of time" for C_INIT_PositionWarp
"Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath
"collide with water" for C_INIT_LifespanFromVelocity
Internal changes to certain particle initializers from CS:GO
Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops
New options for rope particle renderer
"texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
DMX versions 3,4,5 tools support (datamodel.dll)
Allow loading PCF version 2 in tools
Particle system changes from CS:GO
Many potential crash fixes
Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay
Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane
Added new particle constraint: C_OP_BoxConstraint
Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes
Particle initializers updates
"Particle Increment Amount" for C_INIT_CreateFromParentParticles
Various small optimization changes
Added new particle operators
"Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground"
More particle operators
Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators
New parameters:
"additive" for "Noise Scalar", "Noise Vector"
"output field" for C_OP_ColorInterpolate
"output is scalar of current value" for C_OP_DistanceToCP
"rotation field" for C_OP_OrientTo2dDirection
"output is scalar of current value" for C_OP_RemapDotProductToScalar
Added even more particle operators from CS:GO
"Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity
"use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath
Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path"
Particle initializer additions
"Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache
"end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints
"randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath
"reverse warp (0/1)" for C_INIT_PositionWarp
Added "emit to maintain count" particle emitter
FIxed crashes with particles getting insane particle count
This was due to "emit noise" emitter
Remove unused field from C_OP_NoiseEmitter
Matching CS:GO code, it was never initialized.
Fixed some props in Portal 2 appearing rainbow-y
A hack to not use missing shader combos
emit_continuously additions & changes
Added fields "emission count scale control point" & "emission count scale control point field"
Added "emission_start_time max" to "emit_instantaneously"
Enable DMX versions 3, 4 and 5 loading
Mostly intended for PCF, saves still as version 2.
This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers)
Make Alyx as sniper in episodes appear as Alyx in killfeed
Display a non halting error when teamID would not network correctly
Fixed crashes with missing physics objects
In bone followers and info_radial_link_controller
▌ ▄ ▇▋▉█▋ ▄▅▆▋▊▋▇▄ ▊▆ ▊▉█ ▋▅▆▉ ▅█▆▌█▅█▇▌▊▋▉▉▉▉ ▆ ▉▉▉▋▌ ▆▌ ▋▅▇▊▋▌▅ ▍▊▋▋▉▄▅▌▉▄▋ ▇▌▅▊▉▄▋ ▄▆▍▆▉▉▋▌▉▉▋ ▅█ ▊█▊▋▄ ▋▋▍█ ▄▊ ▍█▍██▋▄▉▆▍▋▉ ▆▊▄▆▄▋ ▉▊▅█▉▅▍▅█▉▋▇▌▉▆▇ ▆▄▉▆█▌█▅▌█▍▌█▄▍ ▉▋▅▍██▉▍▌▉▆▇ ▉▌▍▅▅▇▌█▄ ▋▋▇▊▅▄ ▉▄▅▄▋█▉▆▉ ▊▉▋▌▊▅ ▊▋▅█▍▆ ▍▇▋█▉▉▍▋▍▌▇▆▇ ▍ ▌▋▉█▍ ▍▊ ▇▉▉▊▍▋▌ ▅▄▅▅▆▋▊▋▇▉▆▌▉█▊ ▌▆█▉▋▇▌▆▋▉▍▊▊▌▅▌▉▋▅▊▍ ▊▅▄▉▆▄▇▍▆▄ ▇▅▊▋▇▅█▄█▆▌█ ▉▇▅▄▍ ▅▋▋▄█▌ ▋▅▅█▍█▆█▆█▉ ▉█▍▅▌▋▄▋▊▇▄▅ ▉▋█▆▅▅ ▆█▍▍▇▍▉▅▋ █▉▆▋▉ ▍▄▋▊▅▌▇ ▄▊▇▌ █▊▍▊ ▊█ ▅▅▇▄ ▄▉ ▊▄▍▉▋▍▉▅█▉▉▅█▍▌▅▇ ▌▆▌▊▄▍▇▉▉ ▄▄█▄█▉▍█▅▉▅▆ ▊▄▄▅▇▍▅▌▅▋▊▄▌█▌▅ ▍▉▅▊▍▅▍▉▋▇▄▄▆▄▌▇ ▍▄▆▅▋█▊ ▄▅ ▋▇▆█▇▆▄▊▋▉▉▇▉▇█▄▉▇▄▌▅▉▅▍▆▄▋▆▊██▌▅█▅▋▊▅█▅ ▄▇█▉▆ ▍█▊▌▅ ▆▄▊▅▄▆▆▇ ▅▇█▌▄▇▄▋▆▄ ▅▊ █▇▍▌▋▋ ▅▊▋▇▊▄█▉▅▇ ▅▍▇ ▍▉▇▄▄ ▊▆▇▅ ██ ▋▇▉▅▊▍▄▋█ ▆▄▊▊▌▊▇▇█ ▅▊▉▆▊▅
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Exclude gmod.exe from srcds win32 deploys
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
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Network compat breaking changes
* Removed bodyque system/entity
* Remvoed vote_controller entity
Bump network version & .exe version
Fix weapon_snark network types
Remove m_bHL2EpisodicBehaviour from gmod gamerules
CTEPhysicsProp model scale networking
TEHL2MPFireBullets Y axis spread networking
Completely remove the commentary system
Fix incorrect particles spawning if there are too many
garrysmod-issues/issues/5509
Remove test_traceline entity
Restore portal entity clientside parts (lasers)
`teamonly` in `player_say` event networked
Update decals_subrect.txt
Updated from HL2, to contain 2 new Portal decals
You can gravity gun portal energy balls successfully
Fixed studiomdl crashing with remapping sequences
Remove unused properties on SWEP internals
Change how SWEPs store ViewModel/WorldModel/PrintName
To get rid of 80 character limit for all 3 fields
Remove another unused field from SWEPs
Network gravity scale for players, for prediction
Reduce network bits for player's drivingmode/player class
No server has 2^32 unique classes
Network m_bSprintEnabled for prediction (Player:SprintDisable)
Fixed insane network load of ManipulateBone* functions
Optimize some more player networking
m_OverrideSubMaterials array
m_iTeam reduced bits (from 32)
Undo changes to m_OverrideSubMaterials
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Added `SetLifetime` input to prop_combine_ball
0 or negative values make it infinite.
BallCaught and OnBallCaught input/output for portal BALL ent
Do not network duplicate health/velocity for players
Since it is already done for all entities
Do not set collision bounds on physgun beam
I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth.
Minor cleanups
npc_combinecamera fires OnLostEnemy output
Remove unused stringtables
* GMod specific GModGameInfo
* Source's ServerMapCycle and InfoPanel, and their panels
Minor cleanups
Double `modelprecache` max size to 8k
Fix CNewParticleEffect.AddControlPoint attachment default value
No longer produces console warnings when not given an attachment name
TTT: check data_static for rearm scripts for use in workshop addons
Updated language files
Merge branch 'main' into prerelease
Fixed a crash with Panel:AppendText
Merge branch 'main' into prerelease
Fixed a crash with Panel:AppendText
TTT: check data_static for rearm scripts for use in workshop addons
Fix CNewParticleEffect.AddControlPoint attachment default value
No longer produces console warnings when not given an attachment name
npc_combinecamera fires OnLostEnemy output
Remove unused stringtables
* GMod specific GModGameInfo
* Source's ServerMapCycle and InfoPanel, and their panels
Minor cleanups
Double `modelprecache` max size to 8k
Added `SetLifetime` input to prop_combine_ball
0 or negative values make it infinite.
BallCaught and OnBallCaught input/output for portal BALL ent
Do not network duplicate health/velocity for players
Since it is already done for all entities
Do not set collision bounds on physgun beam
I don't know why it was being set at all, it's not a physical entity, so let's try simply not setting the collision bounds and see what happens. Not setting the bounds saves on network bandwidth.
Minor cleanups
Fix networking of gib scale to clients
Do not initialize the scaled prop physobj as shadow for client only ents
Undo changes to m_OverrideSubMaterials
Update decals_subrect.txt
Updated from HL2, to contain 2 new Portal decals
You can gravity gun portal energy balls successfully
Fixed studiomdl crashing with remapping sequences
Remove unused properties on SWEP internals
Change how SWEPs store ViewModel/WorldModel/PrintName
To get rid of 80 character limit for all 3 fields
Remove another unused field from SWEPs
Network gravity scale for players, for prediction
Reduce network bits for player's drivingmode/player class
No server has 2^32 unique classes
Network m_bSprintEnabled for prediction (Player:SprintDisable)
Fixed insane network load of ManipulateBone* functions
Optimize some more player networking
m_OverrideSubMaterials array
m_iTeam reduced bits (from 32)
Network compat breaking changes
* Removed bodyque system/entity
* Remvoed vote_controller entity
Bump network version & .exe version
Fix weapon_snark network types
Remove m_bHL2EpisodicBehaviour from gmod gamerules
CTEPhysicsProp model scale networking
TEHL2MPFireBullets Y axis spread networking
Completely remove the commentary system
Fix incorrect particles spawning if there are too many
garrysmod-issues/issues/5509
Remove test_traceline entity
Restore portal entity clientside parts (lasers)
`teamonly` in `player_say` event networked
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▊▌▇▍▌▇▅▄▌ ▇▅▌▉ ▋▇▉ ▄▍▆█▆▋▇▌ ▉▆ ▇▅ ▄▅▇▌▅▋▋▋▅ ▍▇▍▊█▆▅ ▆▍██ ▄▉▍ ▆▉▍▄▍▉██▊ ▍▍ ▍▊▄ ▆▋▋▍ ▊█▄▉▆▋▌█▆ ▊▉▋▍▅▉▅▅▇▅▋ ▌▆▋█▋▄▋ █▉▄▍▅▊█ █▄▍▊▆▆ ▆▉▆▌▌▌▄▋ ██▌ ▍▉▄▄▇▋ ▉▌▆▄▇ ▌▅▊ █▅█▋█▆▉ ▄▍ █▇ ▍▌▉▌ ▍▍▍ ▄▆▄▉ ▉█▄▇▇▌▍ ▆▌▊▄▅█▋▉ ▄▄ ▆▇▌ ▊▉▋▇▌▍▍▆▄▇▋ ▍▊▌▉▄ ▋▄▍▊▄▋▊ ▋▌▋▅▅█▌▍▌▌▅▍ ▄▊▊▉▇▌ ▋▅█ ▌▅▉▊▆▉ ▇▍▆▊▋▍▍▄ ▉▅ ▌▋▌▆█ ▍▄█▌▉▇▄ ▉▉▌▇▉▅▌▋▅█▍▌▉▄▊ ▆▇▄▄▊▅██ ▄▌▍▄▍ ▅▄ ▋▋▅▆▇▊▌█ ▇▌▅▋▍▇▌▄▊▇▆▌▅▌█ ▋▍▅▅▋█▊▄ ▍▊▅▋▆▊▇▊ ▍▇▌ ▊▆█ ▇█▄▆▌▆▋▊▆▌ ▍▆█▇▆▉▄▍▋▋▆▅▌▊▊▇▇▊▇█▆ ▅▆▆ ▉▊▄▉▉▇▇▆▇▆▋▍▆▄ █▇▇ ▌▍▉ ▆▆▊█▊▉▍▄ ▇▌ ▊▌▄▅▋▉▉█▇▇▇▍ ▌▊▍▊▅▇▆▍▄▇▅▊▄▇▄▊▍▄█▇▍█ ▊▌▍▄▆ ▌▌▌█ ▉▅▇█ ▄█ ▍█▉▋▇▋▆▊▇▅ █▉▍▉▇▍▄▍▇▍ ▄▊▅▄ █▅▆▌▉▉▋▌▄▅▍▊▌▉▊▊█▆ ▉▌▌▇▍▇▅▊▅▇▄▄▇▇▇ █▇▆▉▇▅▌█▉█▋▉▋▄ ▉▇▊▉ ▌▅▆▆ ▅▅▍▋ ▌█▇ ▋▄▋▊▇▇▅▇▅▄▄▋▇ ▆▌ ▆▋█▊▉▄██▉ ▅▄▆ ▆▄▊▉▆█▅▋ █▍▌█▊▇▍▉█ ▋▇▍▄▆▍▅ ▇▆▌▇▇ ▉▆█▆▅ ▍▇█▉▌▇▅ ██▆ ▌▍▍▆▅▍▄▋▌▄▅▍▅▉ ▆▄▉ ▌█ ▌▊▇▅██▊▄ ▍ ▍▄▋▉▌▊▆ ▇▆ ▊▆█ ▉▉ ▊▅▍▄▅▍ ▆▌▋ ▇▄ ▉▉ █▌█▋█▌ ▄▌▋ ▇▊▄█ ▆▌▋▍ ▊▍▇ ▅▋▍ ▉██▅ ▊▄▆██▇▅▋▉▋▌▋▊ ▉▊▌ ▌▇ ▍▊▊█▄▌▋ ▅▆█▋▌▍▇▄▊▇▋█▍▅▋ ▇▉▆ ▄▄▍▇▋█▌▄▅█▋ █▆▄▇▊▇▅▊▍▋▋█▋▍▅ ▍▇▍▅▆▇▅▅▄▌▌▋█▍▍▋▌▍▆▅▅▋▄▆▌▊▊▉ ▉▇▉▅▇▊▉█▅▄▆█▇ ▅▍▉▌▉▊ ▋▄▍ ▍▉▉ ▋▄ ▅▆▋ ▇▊▊▉▉▋▆▊▇▌▇█▊▋▊▋▌▄▋▉ ▇▆▍▌█▊▇ ▄▊▊▉ ▇▅▇▋ ▉▋▋ ▉▆▇▅▆ ▌▇ ▊▆▅ ▌▋ ▍▄█ ▋▇▄▋▋▅▍ ▇▆ 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▄▉▆▅▍▋██ ▄█▌ ▄▊▇▅▉▌▇ ▅▇ ▉█▇█▇▄▄▌▉ ▋▄▄▄▍▍▍ ▋▊▊▅▅▆▇ ▄▅▉▄▉▋▌▄ ▌▇ ▅▌▊ ▆▌▋▍ ▊ ▉▌▆▇▌▄▊ ▇▆ ▋▅▊▄ ▅▇▄ ▇▆▋▍▉▄▊▋ ▅▋▌▅▇▊▍ ▌▋ █▉▇▄▊▇█▇ ▅▉ ▄▌▆▇▍▉▉▍▉▄▍ ▅▉▆▉▅▅▆▉▍▉▌▆▌ ▉▊▍▄▊ ▍▆▉ ▇█▉▌▍ █▌▊▌▋▇▌▌▆▄▅██▆▆▌▅▄ ▆▉▇▋▇▉▉ ▆▉ ▋▇ ▌▄▊▋ ▆▋█▍▅▋█ █▄ ▇▉▌▉▆ ▊▄▋▅█▇ ▆▊▊█▅▇▉▋ ▄██▄█▋▅▉▌▍▄▆▋ ▅▆█▋▊▍▍▍▋▉ ▊▉▇█▊ ▄▍▌▌▆▊▇▉▌ ▉█▋ ▄▅▆ ▌ ▅▅▉▅▇▆▋█ ▇▉▌▇▌ ▌█▅▇▉▉▌▅▆▄▄▋▋▊▅▆ ▆▍▋█▋▉ █▋▇▇▋▆ ▇█▊▋ ▄▊▍▅▆▇█▊▇▊
Delete -vpfix from studiomdl.exe
Has unwanted sideeffects
StudioMDL: Fix models with more than 65k vertices breaking up
Merged some changes from CS:GO's studiomdl
Add support for BONE_HAS_SAVEFRAME_ROT32
Fixed animations from newer mdl versions not playing in GMod
Move default console position to the left a bit
So it does not obstruct certain UI elements by default
Fix "nav_blocked" event not being registered
Prevent crashes to do with removal of world entity (another method)
Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
+1 the month in the server browser last played
Iterate over Server Browser Last Played marker
Also localize the string
Prevent crashes to do with removal of world entity (another method)
Iterate over Server Browser Last Played marker
Also localize the string
Disable 24BPP optimization for .png/jpeg loader
This may or may not be causing issues for random players sometimes maybe?!?!?! when joining servers
Delete -vpfix from studiomdl.exe
Has unwanted sideeffects
StudioMDL: Fix models with more than 65k vertices breaking up
Merged some changes from CS:GO's studiomdl
Add support for BONE_HAS_SAVEFRAME_ROT32
Fixed animations from newer mdl versions not playing in GMod
Move default console position to the left a bit
So it does not obstruct certain UI elements by default
Fix "nav_blocked" event not being registered
+1 the month in the server browser last played
FF & NeoTokyo spawnpoints + Map Category (Community Contribution)
Rework how spawnpoint entities are added in base gamemode
One file now, not 25 duplicated files.
Minor code cleanups
Linux: Do not ExecuteToPriority if there are no jobs
This addresses slowdowns on Linux (srcds?) to do with the filesystem
garrysmod-issues/issues/5932
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
Adjust how we disable self-unblocking for Lua-blocked navmeshes
Adds NAV_MESH_BLOCKED_LUA
Navmesh auto-blocking checks now run on map start/cleanup
Makes certain code that was meant to run on map cleanup to actually run now.
Also updates blocked status of nav areas on map load
More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
Temporarily disable 24BPP optimization for .png/.jpeg loader
Fixed regression with nav_update_blocked concommand
Make gui.HideGameUI work more like the hook
Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times.
More sensible defaults for 360 controller bindings
$eyeposition and $illumposition are now affected by $scale
Block gui/input.SetCursorPos while main menu is open
Disable gui.HideGameUI, block cancelselect
VRAD: -dumppropmaps also dumps the lightmaps as .pfm
Also dump files to /sp_lightmaps/ instead of base dir
Don't display alpha channel for non alpha formats (RGB888, etc)
This is for mat_texture_list 1
Use non alpha format for images without alpha (.png/.jpeg loader)
This should hopefully save some memory
Resave Post Processing icons to not have alpha channel
Since they don't use alpha anyway
Fixed duplicated constraints making Lua errors sometimes
Resolve memory alignment issues with 24bit images (.pngs, etc.)
TF2 new map icons/category + adjust some dark ones
Also fill the texture with white color if freeimage fails
This is for .png image loading
Adjust VRAD's -dumppropmaps TGA output to be correct
Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.
Restore gui.HideGameUI for menu state
VRAD displays lighting mode in the log (HDR vs SDR)
VRAD static prop lighting HDR related changes
Only output .tga files for LDR compiles
Only output .pfm files for HDR compiles
Compile HDR .ppl files, without overwriting the LDR ones
Swap-in HDR static prop lightmaps when HDR lighting is in use
Fixed impaled NPCs not appearing in the kill feed
Pull requests
* Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu
* Added missing localization string for German langauge in TTT
* Reduced net.WritePlayer bitcount based on server's maxplayers
Added sv_max_userinfo_rate
This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there.
More strict application of GMODSandbox GDClass in Hammer
So `point_spotlight` doesn't have useless keyvalues on it.
Added "Last played date" for each server in the server browser
Replace usage of "devshots_screenshot" with "screenshot"
Add "killserver" to concommand blacklist
Correct UTF8<->UTF16 conversion for close caption function & hook
Try to resolve issues caused by sv_max_userinfo_rate for extreme cases
gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib)
Make "force open main menu" warning an informational one (Community Contrib)
Also make it use a localization string
RPG entering water does not slow down
Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero)
Don't display "Vehicle X has invalid wheel attachment" for airboat
Use localization strings for Legal tab in Options
Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt
Code cleanup
Refine sv_max_userinfo_rate further
Hopefully this fixes issues on map load
"Start Disabled" spawnflag for env_projectedtexture
The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code.
Restore missing options in env_projectedtexture in Hammer
Also rearranged useful options to the top, added browse texture button to the texture keyvalue
env_projectedtexture Toggle input
Added ProjectedTexture:Get/SetNoCull()
Mount folder addons before Workshop system
Filter for preset list
https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif
Called GM:PlayerAuthed outside of player prediction (so curtime is valid)
Effectively makes the hook run a bit sooner within the same frame/tick it used to.
Fixed Player:UniqueID returning nothing before InitSpawn
Fallback to garrysmod.ver for when Steam is not available to get BRANCH
Pull requests
* Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu
* Added missing localization string for German langauge in TTT
* Reduced net.WritePlayer bitcount based on server's maxplayers
Restore gui.HideGameUI for menu state
VRAD displays lighting mode in the log (HDR vs SDR)
VRAD static prop lighting HDR related changes
Only output .tga files for LDR compiles
Only output .pfm files for HDR compiles
Compile HDR .ppl files, without overwriting the LDR ones
Swap-in HDR static prop lightmaps when HDR lighting is in use
Fixed impaled NPCs not appearing in the kill feed
TF2 new map icons/category + adjust some dark ones
Also fill the texture with white color if freeimage fails
This is for .png image loading
Adjust VRAD's -dumppropmaps TGA output to be correct
Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs.