1,103 Commits over 853 Days - 0.05cph!
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)
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
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
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
Make PhysObj:GetFrictionSnapshot start at index 1 again
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Lets try exposing sound duration stuff to linux srcds
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
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
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Bump MAX_LOGGING_MESSAGE_LENGTH to 4096, matching main
Fixed warnings on changelevels on 64bit builds
env_screenoverlay SwitchOverlay forcing overlays on when the entity is disabled
Fix clicking a TextEntry sometimes setting invalid caret pos
Display an error in console when addon file list has failed to be read completely
Removing dead/redundant code from SENTs
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.
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)
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.
Fixed crashes due to recent changes to gib system
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
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Fix detail.vbsp being broken by git merge
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
Fixed crashes when deleting nav ladders
Added some existing models to the Lamp Tool
Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
Added sv_npc_full_pvs_checks (Default to 1)
Change "Filter" label on console to better represent what it does
Make sure CL Lua entities are initialized before processing net messages
Fixed a crash due to recent changes when net messages sent to client too early
Rework player name retrieval for player disconnection chat message
Fixes the message sometimes not appearing, due to the player object being gone too soon.
Fix NPCs being sometimes blind due to recent changes
Fixed a crash with Hammer Model Viewer and bad models
Middle mouse click for DColorCube/Mixer to reset to convar defaults
Adds DColorCube.Get/SetDefaultColor
Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider)
Increase the limit of ManipulateBoneScale to 512 (from 32)
Display SENT/SWEP usage info in spawnmenu tooltip
https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
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Added private activity functions
util.GetActivityNameByID
util.GetActivityIDByName
util.GetAnimEventIDByName
All are shared, including util.GetAnimEventNameByID
Added host_workshop_autoupdate (defaults to 1)
Set to 0 to disable dedicated server workshop auto updates.
Ignore \n and \t in player names
Remove white background from server browser filters/sort
Strip certain unicode character groups from server & gamemode names
It's mostly the obnoxious blocks
Fixed env_blood color setting, and add new ones
Also adjusted its FGD to unhide hidden settings and add the new blood colors
More logical defaults for func_button in the fgd
Fixed UTIL_BloodStream missing texture and blood color
Fixed up missing materials of some of the detail.vbsp models
Added missing textures for pefttest/grass_tuft models
Default cl_detail_allow_vertex_lighting to 1
Added grass_swamp_001a/b models used in detail.vbsp
Update detail.vbsp
garrysmod-requests/issues/2351
Merged Pull Request
TTT: Optimize ragdoll search network traffic + fix disconnected player networking
Added sv_log_client_errors (defaults to 1)
Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
Fixed FSD-overrun-toy physics mesh & Reduced its size
Limit certain old addon whitelist entries to old addons only
Added "resource/overviews/*.txt" to BSP whitelist
Fixed merge failure
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
Use a different place to set fallbacks for VolumeClouds shader
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)
Remove file.AsyncRead from menu state entirely, since its broken anyway
Added new shader parameters to `Core` shader
$ENTITYORIGIN
$DIAMETER
(They are case insensitive)
Added $BASETEXTURESPEED,BASETEXTURE(2/3)SPEED for VolumeClouds shader
forgot this file for asyncread
concommand autocomplete tokenized arguments argument
Port hack for Portal 2 .wavs that are actually .mp3s
Remove Episode 2 exclusive soundscapes from gm_construct
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)
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.
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
Can build vphysics now
No 64bit builds though, not shipping actual builds
Added optional argument to NPC:StopMoving - immediate (defaults to true)
Create Build-GameProjectsPhysics.bat
Prevent invalid input to render.DrawWireframeSphere
Fixed a long freeze on disconnect from maps with huge nav meshes
Remaining spawnicons for HL2 props shipped with the game
HL2:Episode 1 spawnicons
FIxed Spawnicon Editor move speed not loading on open
EP2 Spawnicons
Updated spawnlists to include All HL2 base props shipped with the game
This took way longer than expected. Also added Episode 1 and 2 spawnlists if they are mounted.
More updated spawnicons
New spawnicon editor options
Move speed customization, FOV precise control, camera position copy/paste
SetCookieName support for DNumSlider, DCheckbox(Label)
Added DAdjustableModelPanel:Get/SetMovementScale
Spawnicons for HL2 models shipped with the game
Fix citadel pods not advancing their animation
force spawnlist file names to lower case
Change Matrix memory management to match Vector/Angle
This aims to fix stuttering when GCing lots of matrices, for example in rendering hooks.
Hammer: Fixed "Point At" writing to "angles" instead of the selected KV
Do not run animations on prop_prisoner_pod if its empty
Apparently it has "high network usage".
Do not fully disable the crosshair if player is dead
This change will make the crosshair appear when spectating players in first person, or when flying around in spectate mode and cl_observercrosshair is set to 1 (default)
Fixed a memory leak with serverlist.Query
Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
Fixed crashes when deleting nav ladders
Added some existing models to the Lamp Tool
Fix the fix that fixes a fix relating to net messages and Lua ents clientside
Minor cleanups
Use ints, not shorts for leafs in map compile tools
I think this affects VRAD only, fixes warnings/issues on some complex maps.
Rearrange the 2 default spawnlists to have props more logically grouped
Do not try to render and save icons for models without meshes
This mostly applies to character animation files. They will appear as "ERROR" models.
Fixed auto generated spawnlists from mountable games disapparing on reload
They were incorrectly having AppID and not the "folder" set as "needs app".
Moved "Delete multiple" items in spawnmenu right to the bottom
This is consistent with normal spawnicon right click item order.
Fixed selecting text in spawnicon editor only working on second try
Lost coast spawnicons & spawnlist
Fixed a crash with Hammer Model Viewer and bad models
Middle mouse click for DColorCube/Mixer to reset to convar defaults
Adds DColorCube.Get/SetDefaultColor
Adds DSlider:ResetToDefaultValue (Was previously exclusive to DNumSlider)
Increase the limit of ManipulateBoneScale to 512 (from 32)
Display SENT/SWEP usage info in spawnmenu tooltip
https://files.facepunch.com/rubat/2024/May02-67-YearlyElk.png
Fixed a crash due to recent changes when net messages sent to client too early
Rework player name retrieval for player disconnection chat message
Fixes the message sometimes not appearing, due to the player object being gone too soon.
Fix NPCs being sometimes blind due to recent changes
Fixed FSD-overrun-toy physics mesh & Reduced its size
Limit certain old addon whitelist entries to old addons only
Added "resource/overviews/*.txt" to BSP whitelist
Added sv_npc_full_pvs_checks (Default to 1)
Change "Filter" label on console to better represent what it does
Make sure CL Lua entities are initialized before processing net messages
Fixed FSD-overrun-toy physics mesh & Reduced its size
WIP net channel processing time limits
Added missing textures for pefttest/grass_tuft models
Default cl_detail_allow_vertex_lighting to 1
Added grass_swamp_001a/b models used in detail.vbsp
Update detail.vbsp
garrysmod-requests/issues/2351
Merged Pull Request
TTT: Optimize ragdoll search network traffic + fix disconnected player networking
Added sv_log_client_errors (defaults to 1)
Above 0 = log clientside errors to 'clientside_errors.txt'. 0 = Log to console only. Below 0 = do not even print those errors on console.
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Fixed env_blood color setting, and add new ones
Also adjusted its FGD to unhide hidden settings and add the new blood colors
More logical defaults for func_button in the fgd
Fixed UTIL_BloodStream missing texture and blood color
Fixed a crash with multicore rendering and logging
Fixed up missing materials of some of the detail.vbsp models
Added host_workshop_autoupdate (defaults to 1)
Set to 0 to disable dedicated server workshop auto updates.
Ignore \n and \t in player names
Remove white background from server browser filters/sort
Strip certain unicode character groups from server & gamemode names
It's mostly the obnoxious blocks
Added private activity functions
util.GetActivityNameByID
util.GetActivityIDByName
util.GetAnimEventIDByName
All are shared, including util.GetAnimEventNameByID
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed "
In hammer
Merged Pull Requests
* Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter()
* TTT: Replace deprecated GetConVarNumber/GetConVarString usage
* Optimized skypaint matproxy
Improve verbosity and detection of "CMaterial::Draw(): StretchDIBits failed "
In hammer
Merged Pull Requests
* Removed duplicate id attribute on gmfilter_rev input which breaks ReverseFilter()
* TTT: Replace deprecated GetConVarNumber/GetConVarString usage
* Optimized skypaint matproxy
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