repogarrysmod.maincancel

1,529 Commits over 1,065 Days - 0.06cph!

29 Days Ago
Trying VPC merges again
29 Days Ago
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29 Days Ago
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29 Days Ago
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29 Days Ago
Unify how libraries are imported (VPC merges from x86-64)
29 Days Ago
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29 Days Ago
More VPC merges from x86-64
29 Days Ago
Fixing more VPC script issues for Linux Can almost build 64bit vrad Fix legacy hooks for entity iterators feeding entities to the callback
29 Days Ago
VPC script updates/fixes Fixing Linux VPC scripts
30 Days Ago
Fix GitHub Desktop's fuckup yet again (lights.rad)
30 Days Ago
Minor cleanups from main Draw console notify text above all other panels Remove leftover debug print Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
30 Days Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Can now build tier0, tier1, vstdlib and some others for x86-64 Build VPK.exe like x86-64 already does Delete replay.dll/replay.so which are unused Update Build-Game.bat Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
32 Days Ago
Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
35 Days Ago
Remove leftover debug print
35 Days Ago
Cleanups from x86-64 Remove probably unused linux libraries related to Steam Cleaning up VPC build scripts Draw console notify text above all other panels
35 Days Ago
Cleanups from main Cleaning up VPC build scripts
35 Days Ago
Fix failed merge
36 Days Ago
Minor cleanups Minor cleanups from main More cleanups from main Move HTMLPanel related files together Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons Implement cubemap seam blending for HDR cubemaps
36 Days Ago
Minor cleanups More minor merges from x86-64 Move HTMLPanel related files together Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons Implement cubemap seam blending for HDR cubemaps More minor cleanups
36 Days Ago
Fix Linux/OS X not building due to duplicate source files
37 Days Ago
Don't build certain projects that won't build
37 Days Ago
Minor cleanups Port gmod-html from x86-64 for Windows only
37 Days Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it. Minor cleanups More cleanups
38 Days Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
38 Days Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
38 Days Ago
Add some sanity checks Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches. Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
38 Days Ago
Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
39 Days Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs
42 Days Ago
Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
43 Days Ago
Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches.
43 Days Ago
Cleanup filesystem changes Files over 2GB should kinda work now on Linux
43 Days Ago
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43 Days Ago
That really didnt work
43 Days Ago
MacOS doesn't like it
43 Days Ago
Maybe this will allow loading of files above 2GB
43 Days Ago
Revert "Temp debugging stuff for linux" This reverts commit 71d90d5d97ac4187eb36ec54f4f19e17f52d3f09.
43 Days Ago
Temp debugging stuff for linux
44 Days Ago
Update the DebugLuxel with actual vertex color support
44 Days Ago
Truncate killfeed names to 512 bytes to prevent overflows Lets try registering private animation events as client events too Removing more unused convars mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack Removing more unused convars mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal Remove more unused convars mp_forcerespawn, mp_fraglimit Speculative improvements for >2GB file support Reject empty or near empty .gma files More improvements to file support for >2GB Fixed crashes with point_worldtext for good Do not try to run HTTP requests with invalid URLs Fix OSX not building Run PlayerBindPress for unbound keys too The binding will be an empty string. This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound. Update misleading message "Can't save unknown type" Update "Field %s is using the wrong FIELD_ type" warning Test for unclosed Lua ISave/IRestore blocks Add internal note about 64bit engine save warning Saverestore Lua lib: Close started block on early return Not sure if this is the correct approach, so also prints an error if it is hit.
44 Days Ago
Fixed DebugLuxels not accepting vertex color in Hammer More colors for Lightmap Grid in Hammer red for under 8, green for above 63 Fix GetAimVector clientside for non local players in vehicles being wrong Restore functionality of m_filter Minor cleanups for particles Minor compile warning fixes Minor bootil cleanups, remove bootil's HTTP stuff since we dont use it Minor warning fixes Remove CTakeDamageInfo.m_iDamageStats (unused) When dealing physics stress damage on characters, apply inflictor Will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first one. Added commented out Entity.GetConstraintParams it works, but most values are garbage or not that useful, so I am not sure how useful this actually would be. More compile warning fixes Minor cleanups Fixed crashes to do with particle loading There will be a console warning when an invalid particle is loaded. Invalid particles will be ignored. Fixed UTF-8 characters in console cmd name appearing as ? Fixed crashes with point_worldtext Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL Affected particle systems will not be able to load. Remove unused convars joy_yawsensitivity_default joy_pitchsensitivity_default option_duck_method_default sv_stickysprint_default Added sql.QueryTyped Update RPG Launcher model Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it Added Color:Copy method (Community Contribution)
44 Days Ago
Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting
45 Days Ago
Add some sanity checks
46 Days Ago
Run PlayerBindPress for unbound keys too The binding will be an empty string. This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound. Update misleading message "Can't save unknown type" Update "Field %s is using the wrong FIELD_ type" warning Test for unclosed Lua ISave/IRestore blocks Add internal note about 64bit engine save warning Saverestore Lua lib: Close started block on early return Not sure if this is the correct approach, so also prints an error if it is hit.
46 Days Ago
Do not try to run HTTP requests with invalid URLs Fix OSX not building
46 Days Ago
Update the DebugLuxel with actual vertex color support Speculative improvements for >2GB file support Reject empty or near empty .gma files More improvements to file support for >2GB Fixed crashes with point_worldtext for good
49 Days Ago
Update RPG Launcher model Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it Remove game_text debug prints Added Color:Copy method (Community Contribution) Truncate killfeed names to 512 bytes to prevent overflows Lets try registering private animation events as client events too Removing more unused convars mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack Removing more unused convars mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal Remove more unused convars mp_forcerespawn, mp_fraglimit
50 Days Ago
Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL Affected particle systems will not be able to load. Remove unused convars joy_yawsensitivity_default joy_pitchsensitivity_default option_duck_method_default sv_stickysprint_default Added sql.QueryTyped
50 Days Ago
temporary game_text debug stuff
51 Days Ago
Minor cleanups Fixed crashes to do with particle loading There will be a console warning when an invalid particle is loaded. Invalid particles will be ignored. Fixed UTF-8 characters in console cmd name appearing as ? Fixed crashes with point_worldtext
52 Days Ago
Restore functionality of m_filter Minor cleanups for particles Minor compile warning fixes Minor bootil cleanups, remove bootil's HTTP stuff since we dont use it Minor warning fixes Remove CTakeDamageInfo.m_iDamageStats (unused) When dealing physics stress damage on characters, apply inflictor Will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first one. Added commented out Entity.GetConstraintParams it works, but most values are garbage or not that useful, so I am not sure how useful this actually would be. More compile warning fixes