branchgarrysmod.main/maincancel
1,074 Commits over 1,369 Days - 0.03cph!
Options button for menu fallback
Fixed an oopsie with CreationMenu
Allow right clicking in Bodygroup & Skin context menus
This allows you quickly change bodygroups and skins without closing the menu.
Also adds DMenuOption.Set/GetRadio
Also fixes DMenuOption.SetChecked not calling OnChecked
Increase physgun_wheelspeed & rotation sens max value to 10k
More permanent fix for Panel.IsValid during PANEL:OnRemove
Move where HUDShouldDraw for NetGraph is called
Block developer & contimes convars
Block render.CapturePixels while main menu is open
Fixed crash when models try to access OOB vertices
CreationMenu validates the panel it tries to parent to
Temporary Panel related fixes (OnRemove, SetParent)
Rollback download-artifact to v3 as well
Downgrade Linux/Mac to v3
Check for null in Panel.SetParent
Try using v4 actions for everything
Fixed another regression with Entity.NetworkVar
Added workaround to gm_load/persistance due to addons breaking stuff
Make 'Couldn't find target' warning more verbose
So you know where its coming from
Fixed a crash with AddOriginToPVS
Fixed regression with markup library
Added a warning when orange box particle count is weird
Hopefully shed some light on a crash issue
Merge Pull Request - Prevent hangs with table.Add
More linter based Lua fixes
More Lua fixes
Removed DColorMixer:TranslateValues
Removed useless calls to table.Copy in DListView
Use SetEnabled or SetDisabled
More robust Elastic value calculations, does not rely on integers for boolean inputs
Query server addons 500 at a time (was 50)
Fixed crashes when maps have entities parented in an infinite loop
Will print a LEVEL DESIGN ERROR warning to console in such cases.
Added "teamonly" param to "player_say" game event
Fix exploit with pp/copy and halo lib
Do not try to listen to non existent player_hurt_ex gameevent
Fixed datapack_stats
Added util.IsRayIntersectingRay
Takes 4 positions (2 start/end pos), returns bool, float (dist1), float (dist2)
Remove engine.ServerFrameTime from menu state
No need for it there
Added NPC:GetIdealSequence
Move where we set -game for Hammer, and init mod shaders for vbsp
Fixed func_tank becoming unusable with firerate of <= 0
BLock cl_defaultweapon
Creates confusion for players who don't know of its existence
Fix trigger_hurt damagetype parsing
Increase the base Hammer Compile Window size to 1280x720
Fix vbsp cubemap code failing every time
Fixed func_instance_io_proxy not updating inputs correctly
All VMFs (map, and each instance) need to be re-saved for this to work properly. MapIO separators are changed from commas to ESC character.
Hammer/game was always able to load such VMFs/BSPs, but didn't write them. Now it does. so GMod .vmf files may not be compatible with ancient Hammer editors.
Moved "cached version doesn't exist" to developer 1
Set -game to garrysmod for Hammer, if not set
Fixes gmod shaders not loading in Hammer, resulting in certain materials failing to load as well, such as the painted skybox
Move "FreeImage: Couldn't open file" to developer 2
Switch server downloads extension filter to a whitelist
Also block html/ and scripts/
Disable HL2 avoidance system from making NPCs invisible
Fixed crashes related to shadow rendering
Added a callback to game.CleanUpMap to defer it until end of tick
Use it in the base game
Do not cleanup env_soundscape_proxy entities
This breaks soundscapes, and other soundscape entities are already not cleaned up
Fixed edit_sky losing its values after being duplicated
Also made other edit entities inherit map values whenever possible, and fixed edit_sun not doing anything on paste.
Fixed crashes HL1 vort or scientist is killed by unowned combine ball
Removed more useless files from build process
Do not mark addons with id of 0 for download from server
Just avoids the unnecessary wait time when its the only addon
Fixed potential minor memory leaks with Source Engine reported via email
Disable/remove Source Engine commentary system
No reason to really have it.
Fixed Lua error in menubar.lua
Allow NOCLIP movetype movement while in spectator mode
Make Entity.PhysicsInitMultiConvex/PhysicsFromMesh type error non halting
It was a new type error that was added, but of course there are addons that just use these functions incorrectly already and break due to the halting error
Minor clean ups
Added Impact_GMOD effect that supports usage of IMPACT_ flags
garrysmod-requests/issues/2272
Prevent creating render target with names of non RT textures
Prevents crashing.
Also prevent other potential crash cases on RT creation failure.
Added str=util.GetAnimEventNameByID(num) (sv only)
Fixed bugs when entering a vehicle while dismounting a ladder
Prevent movement when the player is dead for WALK/NOCLIP/FLY movetypes
Port RPG behavior from HL2 - prevent NPC from killing themselves with it
Prevent crashes with ragdolls (especially when created too early)
ClientsideRagdoll and ClientsideModel uses clientside dynamic model indicies
This allows ragdolls to have their physics clientside only without being first precached on the server
Fix game_text text being cut off on screen
Fixed AddCSLuaFile'd addon paths not being detected by file.IsDir
Allow immediate entity removal during timers, concommands and Think hooks
This addresses most use cases for game.CleanUpMap()
Mitigate a random crash with NPC:SetSquad
Allow omitting first arg to NPC:SetSquad() to remove the NPC from its squad
Hide IP address in status command for P2P servers
Fixed CWorld model pointer being set to -1 during saverestore
Added server settings to Sandbox menu bar
Making them more visible to the average player
Disable ability to grab jeeps with super grav gun
Do not use deprecated functions in menu bar
Do not run player anims to completion on model change
Restore and fix code to count published file upvotes
Performance improvements for clientside file.Exists/IsDir and Lua paths
Fixed AI node related crashes, probably
Disable workshop stats for now
Rework how we get workshop subscriptions
TODO: This modifies the subscribe date sorting in-game!
This system should be faster and guarantees no duplicates if Steam decides to change ordering of subscriptions mid-game while we are getting them.
Fixed crash when try to push a NULL ITexture
Fixed a crash when failing to create a fish entity
Fixed a crash when failing to create child ents for point_spotlight
Fixed crashes when failing to create entities for fire entity
Fixed Gravity Gun leaking material reference count
Fix crashes with deleting ai_network entity
Entity translation for scripted_sequence
Disable auth checking for LAN only servers
Prevents being stuck on "Authenticating with Steam" forever
Fake addon subscription time
Because Steam doesn't give us this info when polling random items, even if they are subscribed to.
Subscription time will now mimic mount order as set in Steam.
Bump "insane reference count" threshold 10x
Don't explode props on touch if caught by physgun (explosive barrel)
Try a blind fix for npc_satchel crash
I think this might just be the problem with npc_satchel
Fixed an infinite loop in EnumerateElementsAlongRay when ray has infinite endpos
Fix pStudioHdr->length for models that have it out of bounds
surface.SetFont throws non halting error when font is invalid
This matches behavior of other font related functions
Remove unused things like sixense, replays and mp3player from builds
Restore filesystem_stdio.dll and AdminServer.dll for servers
The servers does run without them, but there are references to these in code
Shutdown HTML after VGUI
Make sure VGUI panels free up HTML resources before deleting the HTML system, hopefully fixes random Awesomium crash on game exit
Fix crash when prop_door's have no model
Added titles to disconnect messages based on the message source
Delete unused bugreporter.dll files
Delete unused sixense dlls
Delete unused headtrack_oculus dlls
Exclude unnecessary files from dedicated servers on windows
Added "quit keep_players" option to not force disconnect players
Added "-allowquit" to enable engine.CloseServer() run "quit keep_players".
Clear reflection view every frame
Fixes not rendering skybox causing water reflections to be "stuck" to screen, etc.
Added IsValid methods to CMoveData/CUserCmd/CEffectData/CTakeDamageInfo
Fix tracers trying to use view models for other players
base gamemode respects DMG_REMOVENORAGDOLL for players
Fixed calling Spawn() twice on ragdolls crashing the game
Fix SetModel on prop_ragdoll causing the model to look glitchy
When deleting ragdoll physics objects, also delete constraints
SurfaceInfo:GetVertices works on surfaces with non poly primitives
Experimental, seems to work just fine in my tests
Consistent deaths for HL1 NPCs with ai_serverragdolls
Make the BSP whitelist case insensitive
Validate model header values to not crash the game later
Apparently we are shipping a model with malformed data, which when accessed crashes the game. This prevents such models from being loaded with a console warning.
Patch cs_fix.mdl
The first local sequence weight index no longer points outside of the file's bounds
Do not even try to read weight of first bone for boneless models
Make OnLuaError available on client and server
Block *.db from file library, block mat_texture_list for Lua just in case
Merge Pull Request that adds validity checks to deathnotice (Community Contrib)
Duplicator stores current health in "CurHealth" not "Health" key on the entity
Also correctly merge NPC tables instead of using table.Add on non sequential tables
Fix saves really not working on maps with spaces in them
Moved "Entity thinking for X ms!!!" physics warning to developer 1
This was already the case for non physics (NPC) entity thinking
whitelist materials/*.raw and vehicle scripts in BSP files
Fix addon file paths being lowercased before being mounted
Fix keybinds being lost if they contain semicolon
Backwards compatibility for old addons abusing bad .gma filters
TTT: Change ammo type capitalization (Pull Request)
New TF2 map icons
L4D1 entity placeholders
Fix recent changes to Entity:NetworkVar and naughty addons erroring
Fix yet another crash with func_rotating changes
Fix some asserts
Limit DAdjustableModelPanel FOV to 0-179
Do not force nextbot/SNPC render group to opaque by default
Let the engine decide.
More Sandbox entity and tool clean ups
* Removed redundant calls to SetMoveType and SetSolid
Fixed certain sandbox tool entities not saving certain settings in duplications
Such as being frozen by the tool gun.
Consistency pass on Sandbox tools
Duplicator saves "Make Persistent" setting
Added ENT.WantsTranslucency and use it for sandbox entities
If set and ENT.RenderGroup is not, and the default calculated render group is opaque - switch render group to RENDERGROUP_BOTH
This works better than forcing RENDERGROUP_BOTH at all times - for example when you want to draw translucent/transparent effects when the entity's model is opaque and therefore the default render group is opaque and does not call ENT.DrawTranslucent
Display HLTV client connect messages differently
Do not wait for SteamID validation for HLTV clients that will never come
Fix tags for HLTV servers, add extra hltv:1 tag
Hide HLTV servers from the server list
They can't be displayed properly side by side right now
Clean up pass on Sandbox Tools
Cleanup pass over sandbox ents
Added NPC:AdvancePath
Added net.Abort
Fixed crashes due to dangling CSoundPatch pointers
Hide "Couldn't load shader dll" behind developer 1
Fix 2 community.properties translations that had typos
Fixed crashes when trying to navmesh.Load too early
Still not recommended, but it will work now.
Updated TTT: Transition to SteamID64 (Pull Request)
Faceposer: better handling of too many flex controllers
When model has too many flexes, display a message and disable non functioning sliders
Probably fixed "room_type" ConVarRef warning on linux SRCDS startup
Remove even more useless files from linux SRCDS
Fix nav_generate/edit trying to use unknown commands/convars
Run nav_analyze on gm_construct navmesh
Disallow some SetNW/GetNW methods being usable on NULLs without errors
Rip out "Setup Steam Install Path" stuff that is unused
Less console spam in vbsp output and others. Also touches how "low violence" settings are handled
Fix vbsp complaining about a missing cvar gmod_unload_test
Fixed npc_strider code causing mat_dxlevel warning on start up
Try not shipping useless client files with Linux SRCDS
Do not print pointless "Couldn't load shader dll" on linux srcds
Minor base weapon fixes
* Fixed bugbait animations when using alt fire right after throwing a bait
* Fixed Ar2 eating 2 extra bullets when trying to fire right after using alt attack
* Fixed shotgun locking up when holding reload and attack buttons during the reload animation
Fixed 3rd person anim events playing in 1st person sometimes
This applies only to player entities. Fixes shotgun playing extra pump sound when holding reload key while firing
Apply proper attenuation to func_rotating looping sound
Fix IGModAudioChannel:SetPan not using float inputs
switch func_rotating to use CSoundPatch for its looping sounds
Fixes garrysmod-issues/issues/5629
Merge Pull Requst
* Refactor list.lua
Fix viewpunch prediction errors when landing
Merged Pull Request
* Round down DGrid column/row sizes to get rid of 1 pixel gaps