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920 Commits over 1,096 Days - 0.03cph!
Only drop physics gun held props from Lua
Pull Requests
Fixed Lua error in TTT introduced by a previous PR
Improved TTT's Spanish localization
Micro optimization for GWEN.CreateTextureBorder and related functions
Unblock 'mp_flashlight' in menu state
Autorefresh weapons in spawnmenu
Changing weapon info (including adding a new weapon) will update the weapon in spawnmenu automatically.
Remove respawn_entities concommand
We have gmod_admin_cleanup
Mention valid sample rates in "Invalid sample rate X for sound Y" warning
Fixed Entity:ManipulateBoneJiggle type `2` non functioning
Restore some more HL2-specific gamerules behaviors
sk_plr_health_drop_time
sk_plr_grenade_drop_time
sv_robust_explosions
Entities that block radius damage, don't block it on themselves
Do not hide servers with OOB data, clamp the data
Do not hide the server from master server if sv_lan is 1
This causes LAN servers to be invisible to the LAN tab in the server browser, which is a regression.
Mention `hide_server` convar in sv_lan's description.
Fixed a Linux crash with sv_showlagcompensation (hopefully, most likely)
Don't try to enable loading screen on linux srcds (compile fix)
Replace missing .png/.jpg image data with white color
This would happen when a Material()'d .png file goes missing. It used to be undefined behavior.
func_smokevolume removes particles when dormant
Copy hl2.exe to gmod.exe
Always enable loading screen for the `map` concommand
Mount floating .GMA files before fetching info about subscriptions
So they load in time if launching the game with +map
Added "use local space" to "Position Within Box Random" particle init
Fixed a typo in the name of NPC:SetIdealSequence
Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called
Improved particle properties panel
https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png
Improve tools scrollbar styling
Added hide_server cvar, sv_lan 1 will hide the server too
Load particle editor first in -tools mode
Fixed non left clicks in particle previews breaking the controls
Prevent errors about missing materials in particle editor
Case sensitive include (Linux compile fix)
Groundwork for PE changes
Particle browser with previews for Particle Editor
https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png
Added surface.GetPanelPaintState
returns a table with the following keys:
* translate_x
* translate_y
* scissor_left
* scissor_top
* scissor_right
* scissor_bottom
* scissor_enabled
Build the game using v142 toolset (dropped Windows XP support)
Player:StripWeapons drops weapons before removing them
This mimics behavior of Player:StripWeapon()
Added massCenterOveride for certain physics init functions
PhysicsInit
PhysicsInitMultiConvex
PhysicsInitConvex
PhysicsFromMesh
PhysicsInitBox
PhysModelCreateBox doesnt reset solid parameters
Bump max save game size to 16M (from 3)
This is Source's save system, for level transitions
Implement GetPreferredCarryAngles for `ai` type SENTs
Disable -nulldevice
Added NPC:SetIdealSequence
Fix undoing nocollide constraint not restoring collisions
Adds `disable_on_remove` keyvalue to `logic_collision_pair`
Adds 5th argument to constraint.Nocollide - disableOnRemove
Fixed duplicated nocollides not being cleaned up via No-Collides cleanup option
Merged Pull Requests
TTT: Minor updates to Turkish translations
Optimized SortedPairs further
Added properties.Remove( name )
player.CreateNextBot sets the bot name by player_activate event
Fixes for HL1 barnacle
Added SetTarget1-4 to logic_choreographed_scene/scene_entity
Pull Request: Search bar in icon editor + copy to clipboard
Pull Request: TTT traitor button fixes
Fixed CNPC_ControllerZapBall not doing damage
Consistent returns from Sandbox tool Make* functions
Minor clean ups in constraint library
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
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
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
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
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
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
Disallow Panel:SetHTML on panels with non empty hostname
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
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
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)
▊▄▉▍▉ ▄▄▊▅▌▍▊▌▊▅▆▄▍ ▉▍█▊ ▉▆▄ ▌▉▅▋▅▊▊ ▉▆▅ ▍▉ ▍ ▊█▊▇▍ █▅█
Block kvcdoor
Fixed potential crashes to do with textures
More safeguards against malformed .gma files
Groundwork for networking serverside tracers spread on Y axis
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
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.
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
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
Fixed crash with threaded addon file access
Fixed compile warning in Bootil
Squeeze a few frames from static prop rendering
Prevent potential crash with NWVars
Fixed a copypaste error in edit_sky
Replace debug.getregistry usage with RegisterMetaTable (Pull Request)
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
Fixed Entity:RemoveAllDecals not working on players serverside
Prevent stack overflows with InvalidateLayout( true ) from PerformLayout
Will print a warning when it breaks the loop.
Fixed crashes with npc_portal_turret_floor
Bump .exe versions
Updated language files
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.
Fix compile error on Windows
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
Rollback ENT.PhysicsSolidMask for now
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
Fix compile error from merge again
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
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
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
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