1,139 Commits over 853 Days - 0.06cph!
Compile warning fixes
Fixed crash with trigger_weapon_strip
Fixed faceposer breaking after 384 different flex names were loaded in a session
Now there should be no limit, and it doesn't preallocate 384 pointers.
Compile warning fixes & add some missing .h files to the solution
Fix VPC not generating project folders, fix missing project folders
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players
3rd argument to NetworkIDValidated - ownerID64
Rollback ENT.PhysicsSolidMask for now
Rollback ENT.PhysicsSolidMask for now
Fix clients getting stuck during loading after changelevel
Experimental: Do not close srcds on modelprecache overflow, just use error models
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
New TF2 map icons
Experimental: Do not close srcds on modelprecache overflow, just use error models
New TF2 map icons
Added prop_disable_distance_fade convar (cheat)
If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots.
Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs
If unset, uses default value
Fix clients getting stuck during loading after changelevel
Fix compile error from merge again
Fixed GMod force-adding "English (US)" keyboard layout
Make "English (Europe)" not an unknown language
Also add internal ID to unknown languages
Added -disablehttp command line parameter
Disables HTTP global function (http.Fetch/Post use that)
Fixed GMod now removing English US keyboard layout
Use Windows API to get keyboard layout names when not in our list
-disablehttp also blocks Panel:OpenURL and sound.PlayURL
http.Fetch/Post calls onFailure callback if HTTP() returns false
Fix RichText InsertColorChange to black not working when its the first color change
RichText uses localized string for Copy conext menu option
Also fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be
&& => ||
Check if onfailure exists in http.Fetch/Post
Fixed crazy mouse acceleration values completely breaking player view
Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically
Added ficool2's VRAD ambient occlusion implementation
Adds the following new parameters:
-aofacesamples
-aopropsamples
-aoNoSquare
See vrad.exe help for defaults/explanations
Fix errors with singular static prop causing VRAD to bail for all remaining
Unhide sv_stressbots and make it a cheat
Reduce max allowed voice packets per frame to 48 (from 64)
Include map name in map related disconnect messages
Kick players who send impossible voice packet sizes
Added sv_signon_dos_disconnect from CS:GO
Even more compile warning fixes
MORE warning fixes
Display a warning message when main menu is blocked too many times
A message about how to bypass the block
Fixup gamemode hook calling code for consistency
Also hopefully prevent a a case of cryptic "trying to call <type>" errors.
Also fixes crashes due to Lua panics
Added GM:OnPauseMenuShow
This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press.
The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu.
Panel:GetFont works for RichText
Hammer builds on newer C++ Windows toolset
Limit GM:OnPauseMenuShow to ESC key
Fixed Linux/Mac compile error due to usage of variable name "default"
Fixed some compile warnings
Fix compile error
Remove PhysObj.MakeShadow
Entity:MakePhysicsObjectAShadow exists
Fix ContentHeader colors
Disable -textmode
Fix compile error
Merge hlmv crash fixes from CS:GO
Related to high poly models and the debug rendering modes
Fix? flex bone drivers in-game
Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
Added a new option to HLMV Flex tab for $boneflexdriver preview
It will move Flex sliders live as the animation plays
Try to fix GitHub screwing us over
Fix player angles serverside while in vehicle not matching client
Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
point_viewcontrol only gives invincibility if it freezes the player
Fixed water for leaking to the world due to resetting clipping on disconnect
garrysmod-issues/issues/5925
Fixed crashes when getting ammo type name of invalid ammo
Update icon for ep2_outland_06a to actually represent what it is
HL2 map categories are done by name
garrysmod/pull/2091
Improve map NPC name detection further
util.StringToType supports "boolean" and "number" types
Added player_manager.GetPlayerClassTable (Community Contribution)
Added missing outputs to func_healthcharger in the .fgd
Also remove duplicate ClearAllOutputs from the FGD
Make SWEP:Think not run before NextAttack in singleplayer
This mimics SWEP:Think's behavior in multiplayer.
Call TOOL:Holster and Deploy when switching tools clientside
This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared.
Added 2nd return value to GM:CanArmDupe hook (Community Contribution)
Fix util.StringToType "int" erroring with invalid inputs
Include map name in map related disconnect messages
Kick players who send impossible voice packet sizes
Added sv_signon_dos_disconnect from CS:GO
Fixed crazy mouse acceleration values completely breaking player view
Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically
Added ficool2's VRAD ambient occlusion implementation
Adds the following new parameters:
-aofacesamples
-aopropsamples
-aoNoSquare
See vrad.exe help for defaults/explanations
Fix errors with singular static prop causing VRAD to bail for all remaining
Unhide sv_stressbots and make it a cheat
Reduce max allowed voice packets per frame to 48 (from 64)
Check if onfailure exists in http.Fetch/Post
-disablehttp also blocks Panel:OpenURL and sound.PlayURL
http.Fetch/Post calls onFailure callback if HTTP() returns false
Fix RichText InsertColorChange to black not working when its the first color change
RichText uses localized string for Copy conext menu option
Also fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be
Added -disablehttp command line parameter
Disables HTTP global function (http.Fetch/Post use that)
Fixed GMod now removing English US keyboard layout
Use Windows API to get keyboard layout names when not in our list
Make "English (Europe)" not an unknown language
Also add internal ID to unknown languages
Fixed GMod force-adding "English (US)" keyboard layout
Fixed Linux/Mac compile error due to usage of variable name "default"
Fixed some compile warnings
Even more compile warning fixes
MORE warning fixes
Display a warning message when main menu is blocked too many times
A message about how to bypass the block
Fixup gamemode hook calling code for consistency
Also hopefully prevent a a case of cryptic "trying to call <type>" errors.
Also fixes crashes due to Lua panics
Added GM:OnPauseMenuShow
This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press.
The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu.
Panel:GetFont works for RichText
Hammer builds on newer C++ Windows toolset
Limit GM:OnPauseMenuShow to ESC key
Make SWEP:Think not run before NextAttack in singleplayer
This mimics SWEP:Think's behavior in multiplayer.
Call TOOL:Holster and Deploy when switching tools clientside
This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared.
Added 2nd return value to GM:CanArmDupe hook (Community Contribution)
Fix util.StringToType "int" erroring with invalid inputs
Added missing outputs to func_healthcharger in the .fgd
Also remove duplicate ClearAllOutputs from the FGD
HL2 map categories are done by name
garrysmod/pull/2091
Improve map NPC name detection further
util.StringToType supports "boolean" and "number" types
Added player_manager.GetPlayerClassTable (Community Contribution)
Fixed crashes when getting ammo type name of invalid ammo
Update icon for ep2_outland_06a to actually represent what it is
point_viewcontrol only gives invincibility if it freezes the player
Fixed water for leaking to the world due to resetting clipping on disconnect
garrysmod-issues/issues/5925
Fix player angles serverside while in vehicle not matching client
Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
Try to fix GitHub screwing us over
Merge hlmv crash fixes from CS:GO
Related to high poly models and the debug rendering modes
Remove gmod_xp.exe from the build process
It's time to bury it
Fix? flex bone drivers in-game
Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
Added a new option to HLMV Flex tab for $boneflexdriver preview
It will move Flex sliders live as the animation plays
Remove PhysObj.MakeShadow
Entity:MakePhysicsObjectAShadow exists
Fix ContentHeader colors
Disable -textmode
Hopefully fix compile error
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Fixed nextbot deaths counting twice for npc_maker
Restore game_text rendering same text channel multiple time
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
Free font materials & textures on disconnect
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
Fix game_text crashes
fix compile error
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Move "Model X has mismatching model version" to -verbose (vbsp.exe)
Temporarily partially disable "CBoneAccessor invalid bone id" warnings
For cases with error models
Change default of gmod_uncache_test to -2
I need to verify the changelevel crashes are caused by this.
Fixed nextbot deaths counting twice for npc_maker
Restore game_text rendering same text channel multiple time
Block "Miscellaneous Symbols and Arrows" unicode block in server browser
Free font materials & textures on disconnect
Fixed DNumSlider reset to default via MMB not functioning correctly
Entity.GetBodyGroups returns "empty" for submodels with no meshes
Added Entity.GetFlexType ( id ) = string
Returns model defined flex controller "type" or the group
Added Color:Lerp( target, frac )
Small changes
* Fix DForm description
* DNumSlider.SetEnabled also affects its DLabel
* Finger poser and Faceposer correctly rebuilds UI on loss of entity
* DLabel.SetDark disables SetBright, and vice versa
* DLabel.SetHighlight always overrides SetDark AND SetBright
Added string.NiceName & use it for bodygroup names
It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function.
IMaterial:GetColor returns an actual Color
Disabled DLabel has faded out colors
Fixed file.AsyncRead erroring after Lua shutdown
Faceposer flex groups
The groups are defined by the models themselves.
https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg
Fixed util.DecalMaterial to actually work
TTT: Updated localization files (Community Contribution)
Fixed vrad not writing light flags to the BSP
Fixes "Cast entity shadows" option in Hammer to not working.
Also added info to the hammer option about how to properly make it work.
Block file access to ChromiumCache, whatever that is
Fixed a crash when an NPC sees more than 255 enemies
Gamemode cvars: Added "replicate" field
If set to 0, removes REPLICATED flag from gamemode cvars
Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons
Block all .log files
Destroy font texture IDs on frame start, not during rendering
Bump severity of mat_hdr_level problem (HDR being disabled)
debug_dump: Separate Lua and non-Lua cvars
Block voice_overdrivefadetime
Add light pos to some vrad warnings
* light has _fifty_percent_distance of X but _zero_percent_distance of Y
* can't solve quadratic for light X Y
Fixed crashes relating to Entity.FollowBone
Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255)
Add more info to "gamemode is not a table" error
Rework how movement is disabled when player is dead with movetype_walk
Move "Invalid model scale" warning to PhysObj creation
Fixed warnings about bone access on player death
Fixed case where particle materials would end up with artificial refcount
Free font textures/materials when registering new fonts
This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating.
Fixed some more compile warnings
Bump game_text max duration to 1 hour
Block scriptenforcer.net as it's being abused now
Default "skill" to 2 (normal)
Fixed a crash to do with soundscapes after map cleanup
Fix "skill" cvar affecting non NPC damage to player
Merge scripts/talker/* with episodes
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode
Let's try adding a Discord webhook on build finish
Move notification step to deploy job, propagate to other branches as well
Gravity Gun doesn't delete Physics Objects it didn't create
Give debug name to physics objects created via Lua & models scaling
For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale
Fixed NPCs spawning sprites sometimes causing artificial refs on the material
Hammer support for sent_ball
To serve as another example of Lua entity in Hammer
Move notification step to deploy job, propagate to other branches as well
Gravity Gun doesn't delete Physics Objects it didn't create
Give debug name to physics objects created via Lua & models scaling
For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale
Fixed NPCs spawning sprites sometimes causing artificial refs on the material
Hammer support for sent_ball
To serve as another example of Lua entity in Hammer