branchgarrysmod.main/maincancel
702 Commits over 853 Days - 0.03cph!
TTT: Code clean ups (Community Pull Request)
Use player.Iterator, use net.WritePlayer, remove self.Weapon/self.Entity usage
GM:PropBreak uses attacker, not inflictor for the player
GM:PropBreak checks for physics attacker
Prop physics damage tries to set correct attacker
Owned combine ball (AR2) breaking a crate now has the correct attacker
Do not look for awesomium_process.exe on linux
Reload default decals after clearing the entire list
Added gmod_sneak_attack to disable HL2 sneak attack system
Defaults to enabled naturally
Precache physgun materials
Let's try releasing decal materials (and textures) on map shutdown
Better refcounting for model decal materials
Clicking in the Paint tool UI will always bring up the paint tool
Fixed regression with nextbot pathfinding involving ladders
Rookie mistake
Fixed certain brushes not having any collisions on maps
TTT: Fixed can_rag_pin_inno overwriting can_rag_pin in Magneto Stick (Community Contribution)
Fixed func_breakable_surf crashes on spawn
Added a warning when C_OP_WorldCollideConstraint gets insane values
Added u1 and v1 field support to Mesh:BuildFromTriangles
Fixed shotgun firing on its own after being unholstered
This could happen if you start reloading, press attack button and switch away from the shotgun in rapid succession.
Fixed being able to open ammo crates from any distance using delayed damage and equipping crowbar
Set inflictor of Crowbar/Stunstick dmg to the weapon itself, not the player
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Remove mem_eat command
Fixed an infinite loop with Panel:SetDragParent (Community PR)
Fixed duplicated NPCs being unintentionally dropped to floor sometimes
Backport branch specific compile error fix
Allow constraint.Keepupright to be called on more entities
Still disallow players and the world
Fixed util.IsBinaryModuleInstalled giving false positives (Community PR)
Further navmesh performance improvements
Also added VPROF counters to some of the expensive functions
Reset surface.SetMaterial material reference without destroying the texID
Fixed performance degradation with sql library
Fixed Problem count not being visible if problems are fired before the menu is created
Multitude of crash fixes with infinities
Mostly ragdoll stuff, but also the animation system
Minor clean ups
Prevent models going invisible when cycle somehow becomes infinity
Fire a Problem to the user when a certain file is not writable
Such as user configuration files
More barnacle related potential crash fixes
Fixed regression when barnacles ragdolls don't spawn at all
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Added DSP as 6th optional argument to sound.Play
Fixed workshop status UI not appearing
Do not destroy dynamic material created by surface.SetMaterial
To see if this was the cause of crashes for some ppl
Check for activator validity in CGameUI::Deactivate
Maybe there's was crash there that is fixed now.
Performance improvements with usages of CNavArea
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Close the fallback menu if the real one was too slow to load but did
Anti crash safeguards for spawning ragdolls
Avoid Lua errors with Spawnicon editor / Adjustable Model Panel when the entity is invalid
Prevent clientside entities spawning but being inaccessible at entity limit
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Remove unintended change to ClientsideModel
Allow creating RTs if the texture with the same name is an error texture
Clean up Lua created render targets on level shutdown
Cleanup Lua created bound textures (surface.SetMaterial) on map shutdown
Remove "TODO: Refusing to discard X bytes" message
Would appear with developer 1 referencing map entity lump, the memory is properly purged on map load
Fix HL1 sentry leaving solid barrier on death with keep ragdolls
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Undo changes to Player:SetActiveWeapon
Apply a physgun hack to it similar to gravgun
Use blocking load for ClientsideModel/Ragdoll models
Prevents regressions with addons not expecting async loads
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Change up logic that detects whether the HTML menu loaded or not
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Display the shitty menu replacement if the real one doesnt load in 3seconds
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
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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
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