1,529 Commits over 1,065 Days - 0.06cph!
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Unify how libraries are imported (VPC merges from x86-64)
More VPC merges from x86-64
Fixing more VPC script issues for Linux
Can almost build 64bit vrad
Fix legacy hooks for entity iterators feeding entities to the callback
VPC script updates/fixes
Fixing Linux VPC scripts
Fix GitHub Desktop's fuckup yet again (lights.rad)
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
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
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
Remove leftover debug print
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
Cleanups from main
Cleaning up VPC build scripts
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
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
Fix Linux/OS X not building due to duplicate source files
Don't build certain projects that won't build
Minor cleanups
Port gmod-html from x86-64 for Windows only
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
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.
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
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
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
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
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
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.
Cleanup filesystem changes
Files over 2GB should kinda work now on Linux
Maybe this will allow loading of files above 2GB
Revert "Temp debugging stuff for linux"
This reverts commit 71d90d5d97ac4187eb36ec54f4f19e17f52d3f09.
Temp debugging stuff for linux
Update the DebugLuxel with actual vertex color support
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.
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)
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
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.
Do not try to run HTTP requests with invalid URLs
Fix OSX not building
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
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
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
temporary game_text debug stuff
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
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