1,139 Commits over 853 Days - 0.06cph!
"trace" command doesnt error on srcds
Properly handle mounted addons disappearing (unmounted)
This fixes a crash with BASS.DLL trying to play addon files that are no longer there.
Fixed BASS volume not being said briefly when first loading into a map
This fixes game making sounds when not focused when the option to specifically prevent that is enabled
Fixed an infinite loop when copying over .gma files
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TTT: add TTTShowSearchScreen hook
More consistent Vector/Angle optional argument handling
You can now do Vector( nil, 1, 2 ) and get the expected output. If you need to do that for some reason.
Material() function can use .cache files from steamworks.Download
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Remove full paths from "Adding Filesystem Addon"
Fix floating GMAs not loading correctly
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Add more quick options to spawnicon editor & Set LOD to highest
Also update (mostly wheel models to now face the same way) & add more spawnicons
Hammer: Increase size of "size" status bar to be able to fit the entire text
VRAD: Add more info to "Patch Sample Radius Clamped" warning
Fixed a weird regression with static props
Fix linux compile (case sensitivity)
Restore "gamemenucommand RestartWithNewLanguage"
Fixed render.SetLocalModelLights ignoring last light
Fix Bootil memory leak when trying to extract buf to invalid filepath
Fixed NPC kill related achievements not working
Remove more unintentional files from the fallbacks vpk
Quick Rotate Model +/- 45deg yaw button for spawnicon editor
Also more spawnicons of built-in props
Iterate over Unknown Addon mechanism
Do not try to mount Unknown addons (they could be banned/backdoored), detect demos/saves/dupes and push them to their own list
Moved extracted .gmas from addons/ to cache/workshop/
This simplifies code for the game
Rework menu_cleanupgmas to take into account server downloads
Meaning, Workshop files downloaded from servers and extracted, then deleted by Steam in 2 weeks, now get detected as useless extracted versions and are prompted for deletion.
Fixed a crash related to static props on map load for certain maps
Not an ideal fix, but it works.
If a spawnicon does not exist, try to look in addons as well
This makes it so that you can still edit icon, but if you do not have a spawnicon rendered, and a workshop addon provides ones, the game will use the workshop one as a fallback.
Fixed expert compile settings in Hammer corrupting
Let's try moving FileProperties for CmdSeq.wc lower
Port -blocksize for VBSP.EXE from CS:GO
Added a bunch of new options for Hammer's Run Map dialog
https://files.facepunch.com/rubat/1b0411b1/sXVENkgcR7.png
Minor fixes to map compile tool output text
Added Ambient Occlusion for VRAD (CS:GO version)
Disabled by default, -ambientocclusion and -aoscale are the new options
Minor fixes
Added convar descriptions to many default Lua convars
DCollapsibleCategory items support disabled styles
Visually and physically disable (but not hide) disabled Sandbox tools
Tools disabled by the server using "toolmode_allow_<mode>" convars are visually represented as such in the spawnmenu
https://files.facepunch.com/rubat/1b0311b1/dLCCdKRb8T.png
Display a warning when trying to activate tools without a toolgun
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▍▄▌▌▋ █▇▉▉▋ ▍▋▆█▇▊▊ ▆▆ ▍▉.
Hide mod_load_*_async convars
They are linked to a game hang when enabled, and they are disabled by default.
Build vbspinfo.exe
Fixed inflator tool no longer working on NPCs
Fix portal turret AYAYAing twice when disintegrated via mods
Adjust bone manip English strings
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Bump .exe version
Increase default value of budget_panel_height to 800
Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry
Update trace commands mask, to hit more entities
Autorefresh: just watch everything in the gamemodes/ folder
Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
Fixed a longstanding crash with CSoundPatch usage
Fixed some Lua functions having unused arguments
Fixed a crash on exit to do with panels
Fix playermodel drifting away in prop_vehicle_crane when holding W or S
Fix tiny amount of damage (<0.1) reducing a whole armor point
This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it
Allow prop_vehicle_crane to receive damage events when player hitbox is not hit
Added hitboxes to crane_docks.mdl
This was a giant waste of time because it still doesn't work, but at least the hitboxes are there...
Lua file clean ups
* Mostly deprecated functions removals
* Replaced usage of DImage:SetMaterial with SetImage when the argument is a string
* Removed usages of Tool:GetSWEP() => Tool:GetWeapon()
* Removed some remaining usages of self.Entity
* Fixed Winch right click not setting rope color correctly
* Removed arguments provided to EnableVerticalScrollbar (it has no arguments)
* More misc (unused/missing) function argument related clean ups
Enable "permanent failure" check on SRCDS steam logon failure
Was commented out because it required a newer SDK version, which we now have.
Basically will login anonymously if the GLST is invalid I think
Prevent ent_create player
Gravity Gun obeys sv_defaultdeployspeed
Yes, this means that you can no longer grab AR2 balls that you yourself fire without increasing sv_defaultdeployspeed above the default of 4
Fixed crashes with ENT.RenderGroup = RENDERGROUP_STATIC(_HUGE)
Remove mat_stub
Fixed a crash with gameui_show_dialog and remove the concommand
Potential crash fixes to do with traces
Fixed a crash due to missing attacker in player takedamage hook
Block mem_force_flush just in case
Having this enabled in autoexec causes issues, so lets disallow servers to force it on players
Minor code fixes
Also fixed engine not being able to build with v142 toolset on Windows
Rearrange addon file system, remove dead code
More minor clean ups
More addon file system clean ups & minor optimizations
Add subscriptions as "Unknown Addon' while we fetch their details
Let's see if anyone encounters this in relation to "my addons are missing" issue reported sporadically
Do not render first person physgun effects during skybox pass
Let's try enabling custom activity IDs on client
█▋▄ ▄▄ ▄▉▆ ▌▄▅ ▍▅▊▉▉▉▊ ▇▄▄▍▋
Fixed a crash due to missing attacker in player takedamage hook
Block more URLs that crash awesomium - .mov, .mp4
This is not ideal, but there isn't a better way
Try to fix crashes with poster command and insane sizes
Fixed a crash with Entity:PhysicsInitConvex and invalid input
Potential crash fix for Nextbot:BodyMoveXY()
Lua file clean ups
* Mostly deprecated functions removals
* Replaced usage of DImage:SetMaterial with SetImage when the argument is a string
* Removed usages of Tool:GetSWEP() => Tool:GetWeapon()
* Removed some remaining usages of self.Entity
* Fixed Winch right click not setting rope color correctly
* Removed arguments provided to EnableVerticalScrollbar (it has no arguments)
* More misc (unused/missing) function argument related clean ups
Enable "permanent failure" check on SRCDS steam logon failure
Was commented out because it required a newer SDK version, which we now have.
Basically will login anonymously if the GLST is invalid I think
Prevent ent_create player
Gravity Gun obeys sv_defaultdeployspeed
Yes, this means that you can no longer grab AR2 balls that you yourself fire without increasing sv_defaultdeployspeed above the default of 4
Fixed crashes with ENT.RenderGroup = RENDERGROUP_STATIC(_HUGE)
Remove mat_stub
Fixed a crash with gameui_show_dialog and remove the concommand
Potential crash fixes to do with traces
Fixed a longstanding crash with CSoundPatch usage
Fixed some Lua functions having unused arguments
Fixed a crash on exit to do with panels
Fix playermodel drifting away in prop_vehicle_crane when holding W or S
Fix tiny amount of damage (<0.1) reducing a whole armor point
This make our armor handing not identical to HL2, but at the same time, this doesn't make any sense, so let's change it
Allow prop_vehicle_crane to receive damage events when player hitbox is not hit
Added hitboxes to crane_docks.mdl
This was a giant waste of time because it still doesn't work, but at least the hitboxes are there...
Increase default value of budget_panel_height to 800
Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry
Update trace commands mask, to hit more entities
Autorefresh: just watch everything in the gamemodes/ folder
Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Bump .exe version
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Actually just don't bother trying to read 0 bytes from a file
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Do not use dynamic model indices for clientside only entities
This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it.
This commit fixes needing to precache models serverside for physics.
Error checking in spawnicon context menu
When spawnicons are removed while the player has the context menu open
Undone some recent changes to queued loader
Will probably have to completely stop relying on this system.
Fixed a crash with NWVars
"Remember my choice for this server" is actually remembered for NO
For the session only
Actually just don't bother trying to read 0 bytes from a file
Fixed "cc_lang: invalid language" with empty cc_lang
Bumped MAX_MAP_OVERLAYS to 8k from 1k
Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA
MAX_MAP_TEXDATA 2048 -> 8192
MAX_MAP_TEXINFO
12288 ->16384
Fixed "Tried to Read into NULL memory!" when mounting L4D2
Fixed my fuckup with recent sound related fix
Rework how lua_refresh_file generates paths to work with addons
Fix compile error
Rework how lua_refresh_file generates paths to work with addons
Fix compile error
Rework how lua_refresh_file generates paths to work with addons
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Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
Fixed a crash due to sounds failing to be loaded
Fixed a crash with meshes
Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
Remove usage of dynamic clientside model indices in Lua API
Build vtex.exe
Disable queued loader entirely, it does not work
Sync ClientsideModel & ClientsideRagdoll implementations with main
Change ents.CreateClientProp to work like ClientsideModel
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Fixed "flush" concommand crashing on windows srcds
video library restores fps_max if it sets it
Move "make to video" temp file to videos/
Holly library makes them and doesn't delete them...
Fix "make to video" not rendering while main menu is open
CPropDoorRotatingBreakable does not try to precache NULL mdl breakables
Fixed quitting while demo is being recorded writing invalid tick count
Minor improvements to demo to video thing
Fixes for broken demos, don't display info during loading screen
Fixed RecipientFilter global having its argument flipped
Fixed some presets being erroneously treated as collection ID
Update gmod.code-workspace
Fixed "Unable to initialize DirectSoundCapture" disabling voice chat
We are using Steam Voice anyway
Fixed lua_refresh_file gamemode file handilng
Fix issues with clientside dynamic models after reconnect
Nuke some useless concommands
Test_CreateEntity
Test_RandomPlayerPosition
Fixed net.WriteData warning not displaying correct data
Allow physgun_wheelspeed to go negative again
Apply a different fix for physgun_wheelspeed 0
Fix dynamic models trying to load already loaded models
Fix "bad sequence" warnings to display correct max number
More potential crash fixes to do with texture loading
Fix symlinked autorefresh not working
Fixed presence of an HLTV bot causing certain commands to not run
Disable random bot movement on HLTV bots
Adjust debug.getregistry hack
So it doesn't return empty table every time, but a persistent one
Fix changes to debug.getregistry
Updated language files