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538 Commits over 639 Days - 0.04cph!

7 Months Ago
OnEntityCreated is now also called for clientside only entities
7 Months Ago
Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
7 Months Ago
Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable
7 Months Ago
Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment
7 Months Ago
A bit faster optional argument handling Also nicer code internally
7 Months Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0
7 Months Ago
Merged Pull Requests gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files. Added zi_ maps to Team Fortress 2 category Merged Pull Requests Added ents.Iterator and player.Iterator Added string.CardinalToOrdinal
7 Months Ago
Remove empty files from build process Fixed fonts from gamemode's content/ folder not being extracted For workshop addons, so they can actually be loaded. Hide "No bound shader" warning behind developer 1 And also add which materials the error is for
7 Months Ago
Reduce default max_fps to 150 There's no reason to have it at 300 by default Add a hack for $alphatest 1 displacements not having collisions $alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements. Rename CS:GO mountable game to mention the legacy branch I am not sure we should keep it, might just leave this to mount.cfg Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game.
7 Months Ago
Resolved incompatibility with $BlendModulateTexture and $detail Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0 And subsequent freezes due to infinite loops Lazily fix props with VortWarp shader crashing when entering water
7 Months Ago
Fix crashes when attempting to index invalid sentence IDs Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes
7 Months Ago
Make ENT:OnTaskFailed second argument work Added 2nd return value to NPC:Disposition - priority Panel.DrawTextEntryText doesn't silently fail with invalid input gitignore settings/presets/
7 Months Ago
Merge Pull Request Added net.Read/WritePlayer
7 Months Ago
Disallow making addon presets with empty names Also fixed number only names being unable to be deleted Confirmation when deleting addon presets Addon preset importing and exporting
8 Months Ago
More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen
8 Months Ago
Added Panel.GetScrollStartIndexes Works only on text entries, returns 2 values - x axis offset, y axis offset Added some NPC functions NPC.GetGoalPos NPC.GetGoalTarget NPC.IsCurWaypointGoal
8 Months Ago
Fix gmod_suit 1 breaking sprinting Sentences system calls EntityEmitSound There are a few caveats: * SoundName is always invalid.wav * OriginalSoundName is the sentence name * The sound table will contain SentenceIndex in these cases * OriginalSoundName can be changed to replace the sound. Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0
8 Months Ago
Fix player.GetBots not returning bots ENT:OnRemove changes ENT:OnRemove is now called for full update removals, but with an extra argument signifying whether it was a full update removal or not.
8 Months Ago
Merged pull requests * Add SWEP/SENT.ClassNameOverride * Reduced player __index calls in player 3rd person animations
8 Months Ago
Minor optimization in editor_player.lua Missed change from merged pull request HL1 turrets can now be spawned on the ground as well This adds support for NPCData.OnCeiling, OnFloor, OnDuplicated to be functions This is partially a community contribution.
8 Months Ago
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8 Months Ago
gmad changes * Auto ignore .git stuff * Print out list of files that did not match the whitelist at the end of the console output so they are more visible * Print out ignored files, and their total at the end of the output * Added -quiet to suppress spammy messages Merge Pull Request Added category for `fofhr_` maps gmad.exe -quiet for extraction as well
8 Months Ago
Additions to .gma whitelist * Added data_static/ alternative to data/ folder with all the acceptable extensions * Added materials/colorcorrection/*.raw
8 Months Ago
EmitSound precaches the sound when ran in multiplayer serverside Added NPC:Set/GetViewOffset
8 Months Ago
Simplified & fixed FOV calculations for world clicker panels Call GM:EntityRemoved for full update removes, but with an extra arg
8 Months Ago
Disable connection sharing for now
8 Months Ago
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8 Months Ago
Do not call GM:EntityRemoved and ENT:OnRemove during full updates garrysmod-issues/issues/4675 Allow GM:OnPhysgunFreeze to be ran on non vphysics entities The 2nd argument ( physobj ) will be NULL world clicker panels FOV adjustment Now uses view setup FOV, not Player:GetFOV, affects gui.ScreenToVector as well
8 Months Ago
Make 2nd arg actually set the sound position of Global.EmitSound Also default the 3rd parameter (entityID) to 0. Remove unintended console message from crosshair panel Bump gui.OpenURL limit to 2000 Added new optional argument to render.ClearDepth bool stencil - also clear stencil buffer, defaults to true for backwards compatibility
8 Months Ago
sound.Play better optional argument handling New default crosshair + options Options > Multiplayer > Crosshair Customization
8 Months Ago
More killicon aliases for physics kills New Portal NPCs can be duplicated
8 Months Ago
Added OnCloseCaptionEmit hook Arguments are: string soundScript number duration bool fromPlayer string fullText - can be nil if token is not registered Added gui.AddCaption( text, duration, fromPlayer )
8 Months Ago
LuaMesh.BuildFromTriangles allows modifying the mesh This is only permitted when the vertex count matches between existing mesh, and the new mesh. EntityEmitSound blocks CSceneEntity close captions
8 Months Ago
Make sure SourceTV bot is treated as bot in game code Fixes garrysmod-issues/issues/5575 Added navmesh.CreateNavLadder Arguments are: Vec top, Vec bottom, float width, Vec2D dir, float maxHeightAboveTopArea = 0 Weapon:GetTracerOrigin is now called for 3rd person view as well
8 Months Ago
Fixed a regression with spawnmenu "no models" message Safeguards against malformed .gma files New VertexLitGeneric parameters `$AllowDiffuseModulation` and `$NoTint` - both allow disabling color tint per material Vector:Mul() now supports VMatrix
8 Months Ago
Remove OnPlayerLand hook (OnPlayerHitGround exists)
8 Months Ago
Enable connection reusage for HTTP Speeds up subsequent requests render.Push/PopRenderTarget overflow/underflow safeguards Also made certain render.Push* function overflowing not crash the game outright Adjust "Failed to find any models for this addon" error Mention what might be causing the issue Added OnPlayerLand/OnPlayerJump hooks Arguments are `Player, number`, where the number is the velocity/impulse of the landing/jump Should these 2 hooks be combined into 1?
8 Months Ago
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8 Months Ago
Undo changes to input.GetCursorPos Causes issues with spawnicon editor, and probably other addons too. Delete serverplugin_empty.dll Fixed crashes when accessing out of bounds flex controllers This fixes crashes when rendering spawnicons of models that have more than 96 flex controllers. Probably fixes other cases as well.
8 Months Ago
Fixed Player:SprintEnable not working Also made Player:SprintEnable accept a bool optionally, and added Player.IsWalking minor changes
8 Months Ago
Merged Pull Requests * Improvements to DComboBox * Improvements to MatSelect Minor adjustments
8 Months Ago
SourceTV players are considered bots for player library Fix npc_rocket_turret spawn position
8 Months Ago
Experimental: input.GetCursorPos returns 0,0 when cursor is not visible This matches behavior of gui.MousePos() Added .dem and .vcd to file.Write whitelist Rework and deduplicate Lua enums Added COND.* enums Added render.ComputePixelDiameterOfSphere
8 Months Ago
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8 Months Ago
Added SENT_AI:OnTaskFailed and others Added NPC:GetIdealYaw, NPC:GetArrivalDirection, NPC:SetUnforgettable Added CNavArea:MarkAsDamaging, CNavArea.IsDamaging
8 Months Ago
SourceTV fixes Player.IsBot now returns true for SourceTV master client Prevent tv_enable going beyond absolute max players
8 Months Ago
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9 Months Ago
Added 6th optional argument to util.ScreenShake - AirShake defaults to false
9 Months Ago
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9 Months Ago
SourceTV crash fixes I cannot promise it will function, but it at least doesn't crash Added 2 optional arguments to util.JSONToTable first - true to ignore the depth and breadth limits second - true to ignore string to number conversions