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913 Commits over 1,096 Days - 0.03cph!

Today
Update VPhysics Changes IPhysicsObject interface - Added `virtual float GetBuoyancyRatio( void ) const = 0;` at the end. Adds PhysObj:GetBuoyancyRatio Lua function
Yesterday
Added new commands to studiomdl.exe $maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout More StudioMDL.exe commands Added $appendsource, $redefineattachment Added $skinnedLODs for StudioMDL Update StudioMDL usage info when given no parameters Added previously unmentioned command line options, dump supported .qc command list. StudioMdl metadata & icon VRAD: Added `-SunSamplesAreaLight` (Community Contribution) HLMV improvements Fixed crashes when doing stuff without a model selected When a material is missing, include the missing material name in "VMTs loaded" section HLMV: Fixed extremely slow screenshot performance * Images are now saved as .bmp instead of .tga More HLMV crash fixes with no model HLMV: Change Shader display to a read only text entry HLMV: Display selected material in a text box so it can be copied
3 Days Ago
MsgC no longer outputs empty strings when first arg is a color Update launcher_main.rc - fix version Added NPC:BecomeRagdoll Same as Nextbot:BecomeRagdoll Enable CEF credits in the options Added NPC:SetForceCrouch Allows force crouching Citizens and combine soldiers.
4 Days Ago
Build Error Fixes
4 Days Ago
Also sign main launcher exe Update version.rc to fill more standard meta data Delete unused DLL files DataModel.dll, DMSerializers.DLL, VTex.DLL Temporary changes to sv_ents_write.cpp Map compiler meta data Make prop water level changes actually work, and apply on clientside too
4 Days Ago
Maybe fixed the build errors Update version.rc as well I forgot to press CTRL+S
4 Days Ago
Remove unintended changes to weapon_flechette Fixed a crash when using gm_load on dedicated server Also make loading saves on srcds not latch to a random player on the server Fixed some version numbers not being updated in DLLs/EXEs Why are there 4 version numbers in 2 different formats... Try to digitally sign EXE files as well
7 Days Ago
Make 64bit srcds build as srcds_win64 Add SteamID64 to "Dropped %s player from server" console message Remove "PREP OK" from console map loading log Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning. Adjust recent changes to IMaterial functions for multicore Block editdemo concommand just in case Added NPC:IsCrouching Combine/Citizens can do this.
7 Days Ago
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8 Days Ago
Added sv_pause_sp - allows singleplayer to be not paused Clean-up doubleclicking in menu (Community Contrib) Added option to "hide outdated servers" (Community Contrib) Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner Make zombies/metrocop propagate their lagcomp state to spawned NPCs More merges from x86-64 More merges Minor cleanups Dynamically calculate max autocomplete items based on available space
9 Days Ago
Fixed some NPC drops not calling OnNPCDropItem Add CSS thruster models without mounting CSS` (Community Contribution) Fixed server crash when mounting ladders at edict limit Minor cleanup Improve free edict detection
10 Days Ago
Prevent potential Lua errors with weapon_base Fixed IMaterial spamming console about "$basetexture" not being a texture This happened when opening Overlay post processing effect list in Spawnmenu. Affected functions: IMaterial.GetTexture IMaterial.GetColor IMaterial.Width IMaterial.Height Make "No account token specified" a warning Reset render lib lastmaterial on map shutdown Fallback "VertexBeckman" shader to "VertexLitGeneric" Minor optimization in Ignite property RPG/Crossbow animation improvements for citizens Fix NPC being unable to fire RPG due to recent changes Combine RPG support Improve metropolice weapon support for Shotguns, AR2, RPGs
11 Days Ago
Hammer: Port color preview for models from CS:GO Added color keyvalue to prop_door_rotating Allow PCF as valid transfer extension Make sv_lagcompensationforcerestore do something SRCDS workshop cache also caches titles Also display a warning that cache will be used. Added some AnimOverlay functions Entity.FindGestureLayer( activity ) = LayeriD Entity.FindGestureSequenceLayer(seqID)=LayeriD Entity.RemoveLayer( layerID ) Entity.SetLayerAutokill( layerID, bool ) Fix soundscapes not working with duplicate sounds (ported from CS:GO) Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO NPC weapon selection icons Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click. Also group NPC icon right click by category like it is in other places. Added GM:OnNPCDropItem hook It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too) HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings Restore rope texture scaling to HL2 values For tool-created ropes, we apply custom scaling value so it looks like it did before any changes. Fixed NPCs being able to shoot some guns forever, without reloading This affects ALL weapons with DefaultClip above the Clip size, such as AR2.
14 Days Ago
Disable clientside ShawTeam & others We tried, it won't work.
14 Days Ago
Fix off by one issue with particle sheet loading checks Prevent crashes due to netgraph Fix? Error() not exiting the game with mcore enabled Combine anim retargeting uses AR2 anims, not SMG1 anims Fixed an issue with particle loading NPC Weapon allowance changes Kleiner, Mossman, Eli, Breen and Magnusson can now spawn with guns Vortigaunts and HL1 GMan can no longer spawn with guns Further updates to NPC animations Try to make NPCs shoot slower with the .357 Fix Eli, Magnusson, etc. shooting from their feet.
15 Days Ago
Unhide Jalopy seat and Flechette Gun without mounting HL2 `weapon_fists` sets Weapon in DamageInfo (Community Contribution) Status prints server uptime Improve NPC animation support for pistols and rifles Combine NPCs no longer T-pose with pistols. Improved crouch support for NPCs using pistols and rifles - NPCs wont crouch to shoot for 0.3 seconds and then stand back up Enable EP2 behaviors for npc_combine_s Some sort of "march" thing?
16 Days Ago
nullptr checks in particle rendering that really should've been in last commit Remove newline from "Disconnect by server." kick message So server console log is less messy. No other kick reason adds a new line at the end. Fixed a typo & add internal TODO Merge Pull Requests (Community Contributions) * Micro Nano optimization for GM:HUDDrawTargetID * Make default Sandbox fonts extended for better rendering of non Latin characters Make GM:ShowHelp & co also be called on client.
16 Days Ago
Change "exe version" to "network version" for version concmd Multiple improvements to error handling of particle sheet loading
16 Days Ago
Bump version number in DLLs/EXEs
17 Days Ago
Unhide CSS/Ep1/Ep2 spawnlists by default Improvements to multiplayer player getters * FindEntityProcedural `!pvsplayer` multiplayer support improvement * UTIL_GetLocalPlayer micro optimizations * UTIL_FindClientInPVS now tries to get the closest client
17 Days Ago
Fix srcds regressive crash to do with SnapshotManager changes from csgo
18 Days Ago
Merge the compile error fix from x86-64
18 Days Ago
Make Linux happy
18 Days Ago
Prevent silly values in fog_controller Undo changes to Func_MoveLinear.SetSpeed again Fixed weird white spots on Metrocop playermodel gloves Mount CSS/Episodic VPKs in tools
21 Days Ago
Update FGD - light properties descriptions Merge Hammer .tga spew names from x86-64 albedo.tga -> hammer_rt_albedo.tga
21 Days Ago
More decal fixes Beersplash. blood and alienflesh decals Fix Impact.Sand not working correctly when applied to models Clamp T/S on model decal textures that we override This fixes decals repeating a million times on some models, going outside of their bounds. Try to mitigate glass impact having green tint on models when stacked Fixed the rest of decals from Paint tool not working, or working poorly
22 Days Ago
Enable Jalopy idle_running animation without hl2_episodic convar This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED Fixed a regressive Lua error with Player:AddCount (Community Contrib) Minor cleanup Prevent certain code making shotguns emit a damage event for each pellet The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
22 Days Ago
Minor cleanups Move css/episodic VPKs to sourceengine/ and rename them more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server Fixed regression with loading workshop saves
23 Days Ago
Fixed `version` not having proper branch value Deletes IGet->BuildName Apply multicore support for modifying meshes A bit hacky fix for linux file modified time being wrong due to recent changes
24 Days Ago
Fixed "timeout" not working in HTTP, clamp it to 1-3600 Merge Pull Requests * Added HexToColor, Color:ToHex() (Community Contribution) * Added CtrlNumPad:GetValue1/GetValue2(Community Contribution)
25 Days Ago
Update some base materials with correct surfaceprops Mostly affects HL2 coast maps, so footsteps/impact effects are correct Episode 2 material surfprop fixes Fixed a crash when reloading textures CSS map material surface prop fixes Improve how death is handled when NPC is killed by a harpoon Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc) Added LuaMesh.__tostring Throw a non halting error when GetRenderMesh has a mesh. but not a mat Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
28 Days Ago
Fixed gmad/gmpublish looking for steamapi in wrong dirs
28 Days Ago
Removing apparent leftovers of novint stuff in inputsystem More projects build for win64 Moving internal steamapi lib locations on windows to match x86-64
28 Days Ago
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28 Days Ago
Fix compile error Update filesystem_init.cpp Fixed a crash with CLuaInterface::IsType
29 Days Ago
Remove MAX_TEXLIGHTS limit from VRAD Update prop water level calculation More accurate water level for props, so props half submerged are no longer considered fully submerged. Explosion code now updates the water level before checking, so RPGs can properly explode floating props now More 64bit progress - VBSP almost runs It still needs vphysics, and model related changes Partial model related merges from x86-64 VBSP warns when vphysics.dll is missing Increase physgun_maxrange maximum value to 32k
30 Days Ago
Fixed Hacked Rollermine not respecting ignore players flag Fixed env_fog_controller.SetColorHDR not working due to extra space char Fixed that one HL2 map having weird fog when coming out of the tunnel Ship Episode 2 override of barricade001a.mdl with fixed physics mesh kickid supports SteamID64 Reduce CEF logging severity to default (from verbose) Can build 64bit studiomdl 64bit merges studiorender 64bit merges Minor cleanup
31 Days Ago
Merge Pull Requests * Localize old spawnmenu categories for addon added entities * Disable mouse3/4/5 input on DAdjustableModelPanel Update dedicated server UI Added workshop collection entry box, gamemode selection and remove mandatory RCON password Replace Steam icon in SRCDS UI with gmod one Disable SRCDS UI loading some animation images that dont exist the pane ls always hidden anyway
32 Days Ago
Update "AI node graph is out of date" warning to include version number Move "Soundscape: " message to soundscape_debug 1 Clean up g_SBoxObjects when entities get deleted Also fixed Player:GetCount not updating after rejoin on entity delete (undo) Merge Pull Requests * Fixed SWEP info tooltip overlap during fade out (Community Contribution) * lights.rad: episodic additions Enhancement (Community Contribution) Disable sv_parallel_sendsnapshot by default Apparently still causes random issues that need solving first. Fixed crash when using `-hijack` Fix some compile warnings Fixed CS:S Leet playermodel coloring area overlapping the belt
35 Days Ago
whitespace consistency pass Only build 32bit binaries for 32 bit Linux builds (dependencies) Unhide AIN loading errors from developer 1, make them warnings Move map.pack to cache/map_pack.bsp Since its a temp file that doesn't need to pile up in the root folder Disable 360.ain loading for preload Not sure if this code even runs, but just disable it Force mount HL2 episodic content on SRCDS Prevents "missing particle" warnings on start up
35 Days Ago
Cleanups / warning fixes Removes hud_centerid and hud_showtargetid which were unused.
36 Days Ago
Properly fix the particle related crash, and fix regression
36 Days Ago
Make RemoveDecalsAt distance a float Added description to sv_sticktoground Fixed POSIX compile error Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount
37 Days Ago
Merges from x86-64 More merges from x86-64 Change description of bot_zombie convar Fixed missing antlion guard step sounds
38 Days Ago
Added Counter-Strike: Source content to Garry's Mod Separate VPK with models, sounds and materials/textures that is mounted if CS:S is not manually mounted. The version shipped with GMod does not have any music or voice over, duplicate content or any of the maps. Fix compile issue on posix Move VPK.exe to Tools (internally) Update GameUI.vpc Remove links to dead valve websites, link to VDC (Hammer & tools) VPC Cleanups + build soundsystem.dll/vtex.exe instead of shipping a prebuilt soundsystem is used by Hammer, and is built automatically on x86-64 beta. vtex.exe is also built on that beta Removed duplicated projects from VPC groups, rearranged tool stuff Remove 1 more dead link from Hammer Merge KeyValue leak fixes from TF2 SDK Some of them were already fixed Adding Half-Life 2 Episodic content as fallbacks Again, no voice over or music, but models, materials and sound shipped. Remove sw.vtx from CSS vpk Enable Episodic spawnmenu content (NPCs/Vehicle/Entity) by default
39 Days Ago
Do not build bootil 64 bit on linux/osx
39 Days Ago
Threadtools/tier0 merges from x86-64 Update Windows build scripts again Build bootil 64 bit Can now build 64bit filesystem, addons, addons_fs, vpklib, vpk and vtex
39 Days Ago
Fixed particle related crashes when attached to an entity Pointless nullptr checks for CImage when basically OOM Apply SendSnapshot hack from base game to HLTV Allows full update snapshot to exceed 256KB limit, up to 1MB limit. Also updated some console messages and kick reasons to include more useful data Can now build 64bit map compilers Update build scripts for Windows
42 Days Ago
Apply FCVAR_CHEAT to r_pixelfog Minor cleanups Fix missing Trails undo message localization
43 Days Ago
Sanity checks for VTF loading Minor cleanups Fixed some issues with save/load system UniqueID/SteamID consistency for multirun clients UniqueID will still be inconsistent for multirun clients because its based on data clients can't know Only allow sound precache on level transitions/game load Should help with singleplayer players and addons with hundreds of sounds per weapon