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316 Commits over 519 Days - 0.03cph!

5 Days Ago
Delete -vpfix from studiomdl.exe Has unwanted sideeffects StudioMDL: Fix models with more than 65k vertices breaking up Merged some changes from CS:GO's studiomdl Add support for BONE_HAS_SAVEFRAME_ROT32 Fixed animations from newer mdl versions not playing in GMod Move default console position to the left a bit So it does not obstruct certain UI elements by default Fix "nav_blocked" event not being registered Prevent crashes to do with removal of world entity (another method)
5 Days Ago
Adjust how we disable self-unblocking for Lua-blocked navmeshes Adds NAV_MESH_BLOCKED_LUA Navmesh auto-blocking checks now run on map start/cleanup Makes certain code that was meant to run on map cleanup to actually run now. Also updates blocked status of nav areas on map load TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932 +1 the month in the server browser last played Iterate over Server Browser Last Played marker Also localize the string
10 Days Ago
More sensible defaults for 360 controller bindings $eyeposition and $illumposition are now affected by $scale Block gui/input.SetCursorPos while main menu is open Fixed regression with nav_update_blocked concommand Make gui.HideGameUI work more like the hook Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times. Temporarily disable 24BPP optimization for .png/.jpeg loader
11 Days Ago
Disable gui.HideGameUI, block cancelselect VRAD: -dumppropmaps also dumps the lightmaps as .pfm Also dump files to /sp_lightmaps/ instead of base dir Don't display alpha channel for non alpha formats (RGB888, etc) This is for mat_texture_list 1 Use non alpha format for images without alpha (.png/.jpeg loader) This should hopefully save some memory Resave Post Processing icons to not have alpha channel Since they don't use alpha anyway Fixed duplicated constraints making Lua errors sometimes Resolve memory alignment issues with 24bit images (.pngs, etc.) TF2 new map icons/category + adjust some dark ones Also fill the texture with white color if freeimage fails This is for .png image loading Adjust VRAD's -dumppropmaps TGA output to be correct Adjust the tga texture to be representative of what is written to PPL files, fixing out of color range texture bugs. Restore gui.HideGameUI for menu state VRAD displays lighting mode in the log (HDR vs SDR) VRAD static prop lighting HDR related changes Only output .tga files for LDR compiles Only output .pfm files for HDR compiles Compile HDR .ppl files, without overwriting the LDR ones Swap-in HDR static prop lightmaps when HDR lighting is in use Fixed impaled NPCs not appearing in the kill feed Pull requests * Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu * Added missing localization string for German langauge in TTT * Reduced net.WritePlayer bitcount based on server's maxplayers
11 Days Ago
Added sv_max_userinfo_rate This is aimed at preventing malicious clients eating server CPU. It is unlikely server owners would need to touch this cvar, but just in case its there. More strict application of GMODSandbox GDClass in Hammer So `point_spotlight` doesn't have useless keyvalues on it. Added "Last played date" for each server in the server browser Replace usage of "devshots_screenshot" with "screenshot" Add "killserver" to concommand blacklist Correct UTF8<->UTF16 conversion for close caption function & hook Try to resolve issues caused by sv_max_userinfo_rate for extreme cases gmad.exe - do not pause when launched through existing cmd.exe (Partially Community Contrib) Make "force open main menu" warning an informational one (Community Contrib) Also make it use a localization string RPG entering water does not slow down Also if the RPG missile somehow reaches speed close to 0, explode (before required exactly zero) Don't display "Vehicle X has invalid wheel attachment" for airboat Use localization strings for Legal tab in Options Also moved all gmod-specific strings to garrysmod_english.txt, from gameui_english.txt Code cleanup Refine sv_max_userinfo_rate further Hopefully this fixes issues on map load "Start Disabled" spawnflag for env_projectedtexture The "Enabled" spawnflag makes no sense as the entity is always enabled on creation across all SourceSDK2013 games according to the source code. Restore missing options in env_projectedtexture in Hammer Also rearranged useful options to the top, added browse texture button to the texture keyvalue env_projectedtexture Toggle input Added ProjectedTexture:Get/SetNoCull() Mount folder addons before Workshop system Filter for preset list https://files.facepunch.com/rubat/2024/October10-647-CheeryLunamoth.gif Called GM:PlayerAuthed outside of player prediction (so curtime is valid) Effectively makes the hook run a bit sooner within the same frame/tick it used to. Fixed Player:UniqueID returning nothing before InitSpawn Fallback to garrysmod.ver for when Steam is not available to get BRANCH
16 Days Ago
Bump `cvarlist` buffers from 128 to 1024 Use the #classname for Sandbox editors and Bouncy BALL Localize stuff added by game_hl2.lua (Partially Community Contribution) Fixed a crash to do with teleporting constrained entities Removed unused variables in Problems panels Pull Requests * Use localization strings for GMod-specific keyboard settings * TTT: Updated Turkish localization * Use 4 number overload of surface.SetDrawColor in base game for performance Tooltips for vehicles in spawnmenu akin to those for SWEPs, SENTs Resistance turrets only set the 2 valid skins (was trying to use 4) Localize NPC and Vehicle spawnmenu tab entries Added Resistance Turrets to spawnmenu if Episode 2 is mounted Adjust "Prison Guard" localization strings Also remove unintentional changes Fixed wrong translation string used in recent changes (oopsie) Fixed a few more potential crashing issues Fix a lag issue to do with spamming certain packets to the server from client
16 Days Ago
Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn Episodic combine_intmonitor props with extra skin gmad.exe allows .vtx files again Try writing current git branch to garrysmod.ver Added color input/kv for `func_water_analog` Episodic headcrab models They have ceiling animations for ep1 + lamarr merged model Fix missing Ladder.WoodStepRight/Left soundscripts (ep2) Merged gman model Remove missing skins from certain PHX props concrete_barrier00.mdl concrete_barrier01.mdl box_torpedo.mdl box_amraam.mdl Minor code cleanup Jalopy model with adjusted correct suspension travel
17 Days Ago
func_smokevolume removes particles when dormant 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 Don't try to enable loading screen on linux srcds (compile fix) 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) Fixed Entity:ManipulateBoneJiggle type `2` non functioning Mention valid sample rates in "Invalid sample rate X for sound Y" warning 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 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 Only drop physics gun held props from Lua Episodic models for Combine Dropship and Mossman They should contain all animations for all 3 games.
18 Days Ago
Display a message when force exiting due to OOM issue Update .gitignore Reduce .sav buffer down to 12M (from16) to fix a crash
19 Days Ago
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 Groundwork for PE changes Particle browser with previews for Particle Editor https://files.facepunch.com/rubat/2024/September16-554-RoughAsiansmallclawedotter.png Case sensitive include (Linux compile fix) 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 Improved particle properties panel https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png Improve tools scrollbar styling Fixed a typo in the name of NPC:SetIdealSequence Fixed ENT:GetPreferredCarryAngles for `ai` ents not being called Added "use local space" to "Position Within Box Random" particle init 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.
19 Days Ago
Apply the fix for Panel.Exec on SetHTML'd panels This is probably wasn't affecting this branch, but still match the code Run render.UpdateRefractTexture during halo rendering Fixes garrysmod-issues/issues/6000 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 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 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 ) Added surface.GetPanelPaintState returns a table with the following keys: * translate_x * translate_y * scissor_left * scissor_top * scissor_right * scissor_bottom * scissor_enabled
31 Days Ago
Apply Panel:SetHTML/RunJavascript restrictions from main branch
31 Days Ago
Try rolling back changes to `game.CleanUpMap`
33 Days 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 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 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 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
47 Days Ago
Fix thread pool on linux srcds betterer hopefullier
47 Days Ago
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3 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 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
3 Months Ago
Fixed Entity:RemoveAllDecals not working on players serverside 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 Prevent potential crash with NWVars Fixed a copypaste error in edit_sky Replace debug.getregistry usage with RegisterMetaTable (Pull Request) Fixed crash with threaded addon file access Fixed compile warning in Bootil Squeeze a few frames from static prop rendering
3 Months Ago
Fixed crashes with npc_portal_turret_floor Bump .exe versions Updated language files Prevent stack overflows with InvalidateLayout( true ) from PerformLayout Will print a warning when it breaks the loop.
3 Months Ago
Limit flex counts to 1k to avoid crashing There will be a warning when the limit is hit now.
3 Months Ago
Undo flexcontroller changes to see if they cause the crashes
3 Months Ago
Rework flex controller limit fix to hopefully not crash for that 1 server Restore ENT.PhysicsSolidMask but this time with less crashing
3 Months Ago
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 Fix VPC not generating project folders, fix missing project folders
3 Months Ago
This should do it
3 Months Ago
Try to make Linux happy
3 Months Ago
Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players 3rd argument to NetworkIDValidated - ownerID64
3 Months Ago
Rollback ENT.PhysicsSolidMask for now
3 Months Ago
Experimental: Do not close srcds on modelprecache overflow, just use error models New TF2 map icons 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
3 Months Ago
Fix clients getting stuck during loading after changelevel
3 Months Ago
Include map name in map related disconnect messages Kick players who send impossible voice packet sizes Added sv_signon_dos_disconnect from CS:GO
3 Months Ago
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)
3 Months Ago
Check if onfailure exists in http.Fetch/Post
3 Months Ago
&& => ||
3 Months Ago
-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
3 Months Ago
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
3 Months Ago
Make "English (Europe)" not an unknown language Also add internal ID to unknown languages
3 Months Ago
Fixed GMod force-adding "English (US)" keyboard layout
4 Months Ago
Fixed Linux/Mac compile error due to usage of variable name "default" Fixed some compile warnings 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
4 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
4 Months Ago
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
4 Months Ago
Added missing outputs to func_healthcharger in the .fgd Also remove duplicate ClearAllOutputs from the FGD
4 Months Ago
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)
4 Months Ago
Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is
4 Months Ago
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
4 Months Ago
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.
4 Months Ago
Try to fix GitHub screwing us over
4 Months Ago
Merge hlmv crash fixes from CS:GO Related to high poly models and the debug rendering modes Remove gmod_xp.exe from the build process It's time to bury it 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
4 Months Ago
Fix compile error
4 Months Ago
Remove PhysObj.MakeShadow Entity:MakePhysicsObjectAShadow exists Fix ContentHeader colors Disable -textmode
4 Months Ago
Move "Model X has mismatching model version" to -verbose (vbsp.exe) Temporarily partially disable "CBoneAccessor invalid bone id" warnings For cases with error models