repogarrysmod.maincancel

1,139 Commits over 853 Days - 0.06cph!

6 Months Ago
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
6 Months Ago
Merge scripts/talker/* with episodes
6 Months Ago
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
6 Months Ago
Apply the fix for NPC death animation blending garrysmod-issues/issues/5891 Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
6 Months Ago
Fix potential division by 0 when parsing MP3 files Fix potential division by 0 when parsing MP3 files Actually apply the fix for division by 0 :pensive: Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now Use network origin/angles for clientside physics objects Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models. Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes.
6 Months Ago
Replace default cubemap texture with the one VBSP generates by default This affects maps that are renamed after compilation Fix CmdSeq.wc being broken on local builds Fixed Ceiling Turret trying to play non existent sounds on dry fire Was spamming warnings in console Fixed Alyx not being blinded by flashlight in Episode 1 More episodic behaviors, for Zombies and Headcrabs Fixed Alyx still following the player in darkness mode without flashlight Fix Alyx's darkness breathing breaking other voice lines Remount subbed addons if we unmounted server addons In case some file(s) were overwritten by server addons, which are now gone Clean up rope materials on disconnect, not game shutdown Allows rope materials to reach 0 refcounts Fixed intro screen material not being freed Also fixed __error material getting an extra forever refcount Also fixed __loading and __background getting forever refcounts Fixed certain sprites (such as physgun beam) being forever referenced if drawn
6 Months Ago
Do not precache particle materials on the server (game.AddParticles) Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway. Show "Unknown Addon #X" as invalid in addons menu So there's no confusion why they don't appear in-game. Make sure to restore gamemode on server disconnect to what it was file.Remove returns success Potential fix for a sound DSP crash Prevent NPCs complaining about sequence -1 This could happen when a combine solider has no gun and tries to chase the player. Fixed NPCs complaining about bone access on death HL2 model changes * Moved stalker model to overrides/, next to other override models * Include EP2 combine mine model, so its skins appear on that EP2 map * Include EP1 ceiling turret model so it functions correctly when dry firing Fixed "skill" no doing anything for HL2 content Also enable Alyx darkness mode Correct AIClassText for some CLASS_ enums Also block "skill" from being modified by Lua ( game.SetSkillLevel exists) Disable .sw.vtx generation in studiomdl.exe Also made the program work out of the box without specifying `-nop4`. Minor changes Fix NPC death poses (Thanks MapBase) garrysmod-issues/issues/5361 Enabled a bunch more episodic behaviors Most of it is locked away behind hl2_episodic, most of it is relating to Alyx Darkness mode stuff
6 Months Ago
Block cl_playerspraydisable Fixed util.GetModelMeshes leaking model refcounts Fixed sprites causing material refcounts going negative Similar case to models - sprite materials becoming available after precaching as error Minor changes Fixed Lua particles leaking material refcount This is fixed by precaching the material just before it is used Restore unmounting of server workshop addons Can be still disabled with `gmod_uncache_test -1` for testing purposes. Apply the fix for NPC death animation blending garrysmod-issues/issues/5891
7 Months Ago
Resolve model materials going into negative refcounts This is a specific case where error models are "hotloaded" into non error models.
7 Months Ago
Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players
7 Months Ago
Use network origin/angles for clientside physics objects
7 Months Ago
Rework game_text rendering clientside to allow for 256 channels (from 6) Also limit hold time to 0-300 seconds. Allow 3 separate number inputs to certain mesh.* functions mesh.Position mesh.Normal mesh.TangentS mesh.TangentT Only allow dx80/dx90.vtx files in gmpublisher Fixed materials with matproxies sometimes getting permanent artificial refcount Do not unmount server .GMA file for now
7 Months Ago
Retouch material/model uncaching Making sure it doesn't happen when mcore is turnedon/allowed Resolved case sensitivity issues with lua_refresh_file Change up GetPhysicsObjectNum warnings with more info
7 Months Ago
Add reason to "Unmounting addon X" message Attempt to fix weird Linux filesystem crash
7 Months Ago
Actually apply the fix for division by 0 :pensive:
7 Months Ago
Fix potential division by 0 when parsing MP3 files
7 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
7 Months Ago
Added gmod_uncache_test (defaults ON) for the new attempt at content unloading This probably doesn't matter: Move changes to CLuaObject to the bottom Fix even more potential crashes with NPCs driving vehicles Forgot this file for gmod_uncache_test
7 Months Ago
Fixed RegisterMetaTable still creating a new table Try to encourage models to be unloaded on disconnect Minor cleanups Block path concommand Fixed unmounting GMAs leaving behind empty folders internally Fixed whereis sometimes not finding the culprit workshop addon
7 Months Ago
Fixed whereis sometimes not finding the culprit workshop addon Fixed unmounting GMAs leaving behind empty folders internally Block path concommand Minor cleanups Try to encourage models to be unloaded on disconnect Fixed RegisterMetaTable still creating a new table
7 Months Ago
Fix my fuckup
7 Months Ago
Fix my fuckup
7 Months Ago
Temp hack for vgui.GetAll when it doesnt exist
7 Months Ago
Temp hack for vgui.GetAll when it doesnt exist
7 Months Ago
Added temp polyfill for RegisterMetaTable Improve server-only scaled physics prop trace hit detection Do not PurgeUnusedModels before mounting BSP content Properly fix modelscale bounds - they were doubled from scaling PhysObjs Release materials created by surface.GetTextureID clientside Hopefully the clientside-only part solves issues people had when destroying these textureIDs Prevent "unknown material" spam on disconnect due to recent changes Fixed Entity:SetModel and util.PrecacheModel leaking mdl refcounts
7 Months Ago
Added temp polyfill for RegisterMetaTable Improve server-only scaled physics prop trace hit detection Do not PurgeUnusedModels before mounting BSP content Properly fix modelscale bounds - they were doubled from scaling PhysObjs Release materials created by surface.GetTextureID clientside Hopefully the clientside-only part solves issues people had when destroying these textureIDs Prevent "unknown material" spam on disconnect due to recent changes Fixed Entity:SetModel and util.PrecacheModel leaking mdl refcounts
7 Months Ago
Fix FollowBone not working correctly again
7 Months Ago
Fix FollowBone not working correctly again
7 Months Ago
Fixed a bunch of possible crashes with Vehicles pre-spawn Afternative fix for timers during timing out Alternative fix for Entity:FollowBone
7 Months Ago
Fixed a bunch of possible crashes with Vehicles pre-spawn Afternative fix for timers during timing out Alternative fix for Entity:FollowBone
7 Months Ago
Make PhysObj:GetFrictionSnapshot start at index 1 again Fixed crashes when point_template is used improperly Expose steamworks.GetList/FileInfo to serverside Kleiner model with merged animations Vortigaunt models with merged animations Include Episode 2 floor turret models for its skins & gibs Enable Episodic behaviors for vortigaunts Fixed crashes when certain models are spawning gibs Models from other games that may reference non existent gib types Fixed logic_collision_pair not really working at all when spawned by map Improve kill feed NPC names for map spawned NPCs like rebels Episode 1 intro fixes Episode 1 wake up fix Fixed UnmountServerAddons not working without gmod_unload_test Change where clientside think is called from This does NOT affect the Think/Tick hooks clientside, but DOES affect the following Lua systems: * timers * HTTP requests * async file reads * net messages Ideally there should be no noticeable changes, but these systems will now run correctly when not receiving pakcets from the server. Fix filesystem not being able to seek above 2GB in a file Error out and do not mount addons over 4GB Everything under should work with previous commit. Block servers from modifying fov_desired Warning on model scales of 0 or below Fixed gibs clientside not initializing their scale to 1
7 Months Ago
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7 Months Ago
EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID) Display an error in console when addon file list has failed to be read completely Removing dead/redundant code from SENTs env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled Fix clicking a TextEntry sometimes setting invalid caret pos Load model from keyvalues before setting error.mdl on anim SENTs Ignore \n in player names too Move certain "hexed" models to fallbacks VPK Fixed env_zoom not working sometimes, and not undoing itself on removal Include modified Alyx models that include animations from episodes Get rid of "env_sprite is rendering non sprite material" warning It's too spammy Entity:Set/GetPoseParameter now can accept numbers instead of strings Entity:GetPoseParameterRange can now accept string instead of a number Fixed Entity:FollowBone not working with boneID 0. Fixed SoundDuration returning wrong values for MP3 files It was a sneaky bug in the MP3 parser It's still an approximation, but it is very close now. (+/- 0.1s) Also make it skip ID3v2 data Fixed .wav SoundDuration being off by number of channels on srcds
7 Months Ago
Let's try this again: unload unreferenced materials in more places This is aimed at making sure content from maps is unloaded before content from another map is loaded Merge clientside and serverside physobj scaling code Update button spawnicons to face the camera mat_viewportscale tiny value Problem Remove unintended label from HL2 spawnlist Fixed stray "Other2" category name fallback in spawnmenu Added PhysObj:MakeShadow( maxSpeed, maxAngSpeed ) This allows making any physics object a physics shadow, not just Entity:PhysicsInitShadow Speed values of 0 or below mean do not allow movement. Added RegisterMetaTable( name, table ) "anim" type SENTs move physics objects clientside for you Hopefully this will not cause any issues surface.PlaySound can accept soundscript names clientside This will only translate the soundscript name to a file path, it will NOT affect ptich/volume, etc, since the function does not support that at all. sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods.
7 Months Ago
Added CNewParticleEffect.GetRenderBounds Improve consistency of trace surfaceID returns clientside This only relates to usages of PhysicsObject shadows vcollide_wireframe - draw the actual physics object clientside if it exists Test version of clientside model physics scaling Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol) Gibs inherit model scale of scaled props Change clientside physobj scale to trigger from Activate() Fixed scaled props scaling collision bounds twice Added CLuaInterface::RegisterMetaTable Fixed DMenuOptionCVar resetting from cvar too early in certain use cases Fixed crashes due to recent changes to gib system Fix merge errors & some GO TODOs
7 Months Ago
Remove file.AsyncRead from menu state entirely, since its broken anyway Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader concommand autocomplete tokenized arguments argument Port hack for Portal 2 .wavs that are actually .mp3s Remove Episode 2 exclusive soundscapes from gm_construct Added new shader parameters to `Core` shader $ENTITYORIGIN $DIAMETER (They are case insensitive)
7 Months Ago
Complete vphysics sources from 32bit builds Added optional argument to NPC:StopMoving - immediate (defaults to true) Prevent invalid input to render.DrawWireframeSphere Fixed a long freeze on disconnect from maps with huge nav meshes Added Entity:GetBoneFollowers, new argument to Entity:CreateBoneFollowers Entity:CreateBoneFollowers( table of bone names ) Throw errors when ColorToHSL/ColorToHSV/physenv.SetPerformanceSettings gets not a table Bone follower support for AI and Nextbot SENTs Added Entity:Dissolve( type = 0, magn = 0, orign = EntOrigin ) Added a 3rd argument for PathFollower:Chase - cost function Added NPC:Set/GetStepHeight GMad.exe: On windows, pause on error when using drag'n'drop Added NPC:GetArrivalSpeed / NPC:GetArrivalDistance Restore HL2 use sounds with `gmod_suit 1` Added ability for traces to use a table of class names as filter They can be mixed and matched with entities as well. Restore angle alignment stuff for +use pickup Print games that are mounted to console (like folder addons) with developer 1 Traces now have "whitelist" input property This will turn the table filter into a whitelist, rather than ignore list. This will NOT affect function() filters Added "hitclientonly" option to trace functions clientside Fixed Static/Dynamic/Physics not being correctly displayed in Hammer due to recent changes Added new data to util.GetModelInfo MeshCount, BoneCount, Flags, StaticProp (specific flag)
7 Months Ago
Fixed UnmountServerAddons not working without gmod_unload_test Change where clientside think is called from This does NOT affect the Think/Tick hooks clientside, but DOES affect the following Lua systems: * timers * HTTP requests * async file reads * net messages Ideally there should be no noticeable changes, but these systems will now run correctly when not receiving pakcets from the server. Fix filesystem not being able to seek above 2GB in a file Error out and do not mount addons over 4GB Everything under should work with previous commit. Block servers from modifying fov_desired Warning on model scales of 0 or below Fixed gibs clientside not initializing their scale to 1
7 Months Ago
Episode 1 wake up fix
7 Months Ago
Fixed crashes when certain models are spawning gibs Models from other games that may reference non existent gib types Fixed logic_collision_pair not really working at all when spawned by map Improve kill feed NPC names for map spawned NPCs like rebels Episode 1 intro fixes
7 Months Ago
Fixed crashes when point_template is used improperly Delete duplicate build scripts that don't really work too well Expose steamworks.GetList/FileInfo to serverside Kleiner model with merged animations Vortigaunt models with merged animations Include Episode 2 floor turret models for its skins & gibs Enable Episodic behaviors for vortigaunts
7 Months Ago
Make PhysObj:GetFrictionSnapshot start at index 1 again
7 Months Ago
▉█▍▍ ▇▊▍▄▍ ▉▉▇▌▄▊▍ ▋▍▍▆▍
7 Months Ago
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7 Months Ago
Lets try exposing sound duration stuff to linux srcds
7 Months Ago
Fixed Entity:FollowBone not working with boneID 0. Fixed SoundDuration returning wrong values for MP3 files It was a sneaky bug in the MP3 parser It's still an approximation, but it is very close now. (+/- 0.1s) Also make it skip ID3v2 data Fixed .wav SoundDuration being off by number of channels on srcds Let's try not disabling SV_GetSoundDuration on srcds
7 Months Ago
Move certain "hexed" models to fallbacks VPK Fixed env_zoom not working sometimes, and not undoing itself on removal Include modified Alyx models that include animations from episodes Get rid of "env_sprite is rendering non sprite material" warning It's too spammy Entity:Set/GetPoseParameter now can accept numbers instead of strings Entity:GetPoseParameterRange can now accept string instead of a number
7 Months Ago
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7 Months Ago
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7 Months Ago
Bump MAX_LOGGING_MESSAGE_LENGTH to 4096, matching main Fixed warnings on changelevels on 64bit builds