branchgarrysmod.main/maincancel

702 Commits over 853 Days - 0.03cph!

3 Months Ago
Delete constraints.lua Unused file Added sbox_maxconstraints and sbox_maxropeconstraints Both default at 1000, sbox_maxconstraints is for non rope constraints only, not ALL of them. Nocollide is considered a non rope constraint now for the sake of limits. Also fixed a bug where duplicated constraints would not be able to be cleaned up via Utilities > Admin or User Cleanup
3 Months Ago
Rework windows build scripts to use vswhere.exe and pushd/popd Run render.UpdateRefractTexture during halo rendering Fixes garrysmod-issues/issues/6000 Build LuaJIT with specific toolset on Windows (matching the game itself) Build VPC on Windows using v142 toolset
4 Months Ago
Particle system changes Added: Set child control points from particle positions - set orientation Set control points from particle positions Set per child control point from particle position Remap Distance Between Two Control Points to Scalar - output is scalar of current value Remap Distance Between Two Control Points to CP Remap Percentage Between Two Control Points to Scalar Remap Percentage Between Two Control Points to Vector Set Control Point To Player - Use Eye Orientation Set CP Offset to CP Percentage Between Two Control Points Cull when crossing sphere Fix some compile warnings (Hammer) Ported even more particle operators from CS:GO C_OP_SetControlPointToImpactPoint C_OP_RemapSpeed C_OP_RemapCPtoVector C_OP_RemapBoundingVolumetoCP C_OP_RemapVelocityToVector C_OP_RemapCPVelocityToVector C_OP_RemapAverageScalarValuetoCP C_OP_RampScalarLinear C_OP_RampScalarSpline C_OP_RampScalarSplineSimple C_OP_RampScalarLinearSimple C_OP_NormalLock C_OP_SetControlPointRotation C_OP_SetCPOrientationToDirection C_OP_LerpVector C_OP_LerpScalar More csgo particle operators C_OP_RemapControlPointDirectionToVector C_OP_NormalizeVector C_OP_RotateVector C_OP_ClampScalar C_OP_ClampVector C_OP_InheritFromParentParticles New CS:GO particle initializers C_INIT_OffsetVectorToVector C_INIT_RemapSpeedToScalar C_INIT_NormalAlignToCP C_INIT_NormalOffset C_INIT_SequenceFromCP C_INIT_InheritFromParentParticles C_INIT_RemapInitialDirectionToCPToVector C_INIT_RemapInitialCPDirectionToRotation implement particlefield_rotation selector for PET
4 Months Ago
Update .gitignore Pull Request: util.Timer additions TIMER:Start() default first argument to 0 Added TIMER:GetElaspedTime() game.CleanUpMap() clientside now clears beams and temp ents Fix VBSP being unable to find sub instances in subfolders Prevent crashes with wireframe model rendering and high vert models
4 Months Ago
Fixed Lua errors when loading a save that had tools that no longer exist Pull Request: game icons in game list in main menu Updated HL1MP icon to match its Steam icon Display the command that is not bound in Hints, when no key is bound for it Pull Request: "SAM" support for TTT bans
4 Months Ago
Fixed DropEntityIfHeld affecting all players holding anything Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work Also now affects Physics Gun, for consistency with other such functions. it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it. Fixed Close Caption HUD being disabled by sethudvisibility input Update .gitignore Fix MatSelect erroring on select if not given a convar Added MatSelect.OnSelect and OnRightClick Improvements to PropSelect to match MatSelect Implement Panel:Clear Added OnSelect hook Added OnRightClick hook Fixed errors when not given a convar Added FindModelByValue Added SelectModel
4 Months Ago
Disallow Panel:SetHTML on panels with non empty hostname
4 Months Ago
Update gmod.code-workspace Pull Request: Use m_yaw/m_pitch instead of hardcoded values in taunt cam DNumSlidier: Setting min or max value updates slider pos Merge some math lib optimizations from a Pull Request
4 Months Ago
Rename `materials/games/16/gstring.png` to `gstringv2.png` This matches the folder name the game uses. Merged Pull Requests * Typo In Motor Tool * Use math.tau in some places instead of 2π * TTT: Fix Swedish chef language borking setting * Map Category for G String maps Fixed game mounting folders that it's only supposed to on local builds
4 Months Ago
Fixed a crash to do with decals and r_maxmodeldecal 0 Try to squeeze some nanoseconds out of spawnicon rendering Fixed potential bug with CBaseAnimating::IsOnFire Fixed crashes with sniper_proto (HL2 Sniper)
4 Months Ago
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4 Months Ago
Block kvcdoor Fixed potential crashes to do with textures More safeguards against malformed .gma files Groundwork for networking serverside tracers spread on Y axis
4 Months Ago
Fixed link to commits.facepunch.com on beta branches Removing point_spotlight will now also remove entities it created Fixed vbsp.exe disabling -v flag if -verboseentities is not set Output identifying string to map/model compile tool startup So you know the studiomdl/vbsp/vvis/vrad are from gmod VVIS/VBSP automatically tries to find gameinfo.txt if path not given
4 Months Ago
Update vortigaunt model to have EP2 animation preference Fixes EP2 intro scene with alyx and antlions Antlion, Zombie and Fast Zombie models from Episode 2 They have missing animations used in episodes, and appear to be backwards compatible.
5 Months Ago
Fixed IMaterial:SetVector4D not using float inputs Fixed changelevel crash to do with ragdolls Fixed erroring material in EP1 (Stalker teeth) Update Kleiner and Alyx models Fixes Kleiner's idle animation to be the unique Kleiner one Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations) Dog model with episodic animations This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene. Moved stalker_animations.mdl to overrides folder Merged Eli model with Episodic animations
5 Months Ago
Add "Browse" button to env_spritetrail in Hammer Fixed Rollermine visuals when it is hacked Error handle invalid spawnlist data Fixed crashes when trying to draw sprite textures Fixed TEXTUREFLAGS_POINTSAMPLE not respecting TEXTUREFLAGS_NOMIP
5 Months Ago
Fixed crash with threaded addon file access Fixed compile warning in Bootil Squeeze a few frames from static prop rendering
5 Months Ago
Prevent potential crash with NWVars Fixed a copypaste error in edit_sky Replace debug.getregistry usage with RegisterMetaTable (Pull Request)
5 Months Ago
Hide mat_reduceparticles warning in VBSP Do not reset $lightmap if the engine didn't set it in the first place. Fixed performance degradation with lots of static props
5 Months Ago
Fixed Entity:RemoveAllDecals not working on players serverside
5 Months Ago
Prevent stack overflows with InvalidateLayout( true ) from PerformLayout Will print a warning when it breaks the loop.
5 Months Ago
Fixed crashes with npc_portal_turret_floor Bump .exe versions Updated language files
5 Months Ago
Undo flexcontroller changes to see if they cause the crashes Limit flex counts to 1k to avoid crashing There will be a warning when the limit is hit now.
5 Months Ago
Fix compile error on Windows
5 Months Ago
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players 3rd argument to NetworkIDValidated - ownerID64 Try to make Linux happy This should do it Compile warning fixes Fixed crash with trigger_weapon_strip Fixed faceposer breaking after 384 different flex names were loaded in a session Now there should be no limit, and it doesn't preallocate 384 pointers. Compile warning fixes & add some missing .h files to the solution Rework flex controller limit fix to hopefully not crash for that 1 server Restore ENT.PhysicsSolidMask but this time with less crashing
5 Months Ago
Rollback ENT.PhysicsSolidMask for now
5 Months Ago
Fix clients getting stuck during loading after changelevel Experimental: Do not close srcds on modelprecache overflow, just use error models Added prop_disable_distance_fade convar (cheat) If set to 1, disables prop fading out with distance set by the map, including static props and other entities. Useful for taking screenshots. Added ENT.PhysicsSolidMask to anim/ai/nextbot SENTs If unset, uses default value New TF2 map icons
5 Months Ago
Fix compile error from merge again
5 Months Ago
Fixed GMod force-adding "English (US)" keyboard layout Make "English (Europe)" not an unknown language Also add internal ID to unknown languages Added -disablehttp command line parameter Disables HTTP global function (http.Fetch/Post use that) Fixed GMod now removing English US keyboard layout Use Windows API to get keyboard layout names when not in our list -disablehttp also blocks Panel:OpenURL and sound.PlayURL http.Fetch/Post calls onFailure callback if HTTP() returns false Fix RichText InsertColorChange to black not working when its the first color change RichText uses localized string for Copy conext menu option Also fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be && => || Check if onfailure exists in http.Fetch/Post Fixed crazy mouse acceleration values completely breaking player view Also limited some of the cvars to sane values, m_customaccel_max and m_customaccel_exponent specifically Added ficool2's VRAD ambient occlusion implementation Adds the following new parameters: -aofacesamples -aopropsamples -aoNoSquare See vrad.exe help for defaults/explanations Fix errors with singular static prop causing VRAD to bail for all remaining Unhide sv_stressbots and make it a cheat Reduce max allowed voice packets per frame to 48 (from 64) Include map name in map related disconnect messages Kick players who send impossible voice packet sizes Added sv_signon_dos_disconnect from CS:GO
5 Months Ago
Even more compile warning fixes MORE warning fixes Display a warning message when main menu is blocked too many times A message about how to bypass the block Fixup gamemode hook calling code for consistency Also hopefully prevent a a case of cryptic "trying to call <type>" errors. Also fixes crashes due to Lua panics
5 Months Ago
Added GM:OnPauseMenuShow This is meant to replace other methods of hiding the mainmenu (which will be disabled at some point). Return false to prevent main menu from showing for that key press. The user can hold SHIFT to bypass this hook at any time, in case the server/addon has malicious intent of not allowing the player access the main menu. Panel:GetFont works for RichText Hammer builds on newer C++ Windows toolset Limit GM:OnPauseMenuShow to ESC key Fixed Linux/Mac compile error due to usage of variable name "default" Fixed some compile warnings Fix compile error
5 Months Ago
Remove PhysObj.MakeShadow Entity:MakePhysicsObjectAShadow exists Fix ContentHeader colors Disable -textmode Fix compile error Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Fix? flex bone drivers in-game Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE Added a new option to HLMV Flex tab for $boneflexdriver preview It will move Flex sliders live as the animation plays Try to fix GitHub screwing us over Fix player angles serverside while in vehicle not matching client Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence. point_viewcontrol only gives invincibility if it freezes the player Fixed water for leaking to the world due to resetting clipping on disconnect garrysmod-issues/issues/5925 Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is HL2 map categories are done by name garrysmod/pull/2091 Improve map NPC name detection further util.StringToType supports "boolean" and "number" types Added player_manager.GetPlayerClassTable (Community Contribution) Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD Make SWEP:Think not run before NextAttack in singleplayer This mimics SWEP:Think's behavior in multiplayer. Call TOOL:Holster and Deploy when switching tools clientside This was done when using gmod_tool serverside only, it is now done when gmod_toolmode changes both clientside and shared. Added 2nd return value to GM:CanArmDupe hook (Community Contribution) Fix util.StringToType "int" erroring with invalid inputs
6 Months Ago
Hopefully fix compile error
6 Months Ago
Gamemode cvars: Added "replicate" field If set to 0, removes REPLICATED flag from gamemode cvars Use this for sandbox cvars that don't actually need replicating, such as sbox_weapons Fixed util.DecalMaterial to actually work TTT: Updated localization files (Community Contribution) Fixed vrad not writing light flags to the BSP Fixes "Cast entity shadows" option in Hammer to not working. Also added info to the hammer option about how to properly make it work. Fixed DNumSlider reset to default via MMB not functioning correctly Entity.GetBodyGroups returns "empty" for submodels with no meshes Added Entity.GetFlexType ( id ) = string Returns model defined flex controller "type" or the group Added Color:Lerp( target, frac ) Small changes * Fix DForm description * DNumSlider.SetEnabled also affects its DLabel * Finger poser and Faceposer correctly rebuilds UI on loss of entity * DLabel.SetDark disables SetBright, and vice versa * DLabel.SetHighlight always overrides SetDark AND SetBright Added string.NiceName & use it for bodygroup names It converts "names_likeThis" to "Names like This". There have been multiple implementation in the base game, which are not all using the same function. IMaterial:GetColor returns an actual Color Disabled DLabel has faded out colors Fixed file.AsyncRead erroring after Lua shutdown Faceposer flex groups The groups are defined by the models themselves. https://files.facepunch.com/rubat/2024/June28-263-UnwittingEthiopianwolf.jpg Fixed nextbot deaths counting twice for npc_maker Restore game_text rendering same text channel multiple time Block "Miscellaneous Symbols and Arrows" unicode block in server browser Free font materials & textures on disconnect Change default of gmod_uncache_test to -2 I need to verify the changelevel crashes are caused by this. Fix game_text crashes fix compile error Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models
6 Months Ago
Move "Invalid model scale" warning to PhysObj creation Fixed warnings about bone access on player death Fixed case where particle materials would end up with artificial refcount Free font textures/materials when registering new fonts This would mean running CreateFont in a render hook no longer fills video memory, and font textures/materials are freed on disconnect properly, no longer accumulating. Bump severity of mat_hdr_level problem (HDR being disabled) debug_dump: Separate Lua and non-Lua cvars Block voice_overdrivefadetime Add light pos to some vrad warnings * light has _fifty_percent_distance of X but _zero_percent_distance of Y * can't solve quadratic for light X Y Fixed crashes relating to Entity.FollowBone Entity.FollowBone, SetAttachment and SetParent will throw errors when given absolutely invalid attachment/bone IDs (i.e. less than 0, or above 255) Add more info to "gamemode is not a table" error Rework how movement is disabled when player is dead with movetype_walk Block all .log files Destroy font texture IDs on frame start, not during rendering Block file access to ChromiumCache, whatever that is Fixed a crash when an NPC sees more than 255 enemies
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 Merge scripts/talker/* with episodes 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 Move notification step to deploy job, propagate to other branches as well Gravity Gun doesn't delete Physics Objects it didn't create Give debug name to physics objects created via Lua & models scaling For Lua functions, will be the function name that created it, for scaled physics objects - model name + scale Fixed NPCs spawning sprites sometimes causing artificial refs on the material Hammer support for sent_ball To serve as another example of Lua entity in Hammer
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.
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 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
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
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 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