Update FGDs to include gmod specific additions
rollermine spawnflag, beam_spotlight SetColor
Prevent singleplayer tool ghost from saving in saves as a prop
gmsave.SaveMap now respects Entity.DoNotDuplicate fully
Update gmod.code-workspace
Merged Pull Requests
* Use render.PushRenderTarget instead of render.Get/SetRenderTarget
* Main menu news panel now has rounded corners
* Added ability to copy sandbox tool class names via right clicking
Pull Request - Improve skypaint matproxy performance
Do not crash with "bad inline model number", show a warning
Pull Request: Replacing CPanel:AddControl calls from Sandbox
Pull Request: Do not penalize full servers in the ranking
Since we now have a way to queue to join the server if its full it makes even less sense to penalize them.
Pull Request: Micro optimization for ents.FindByClassAndParent
Increase MAX_MAP_BRUSHES from
16384 to
65535
Expand "Map %s is missing" disconnect in the other place too
It wasn't displaying the info about cl_downloadfilter.
Display HTTP error when FastDL fails and its not a 404
Fixed the game not downloading maps if bz2 version exists locally
Unify how ITex/IMat:GetColor pushes color to Lua
Merged Pull Requests
* Do not display effect rings with Gravity Gun equipped
* Update jQuery and reduce reliance on it in main menu, as well as lazy load images
* Added math.IsNearlyZero and math.IsNearlyEqual
Fixed some compile warnings
Merged Pull Request: New Color methods
* Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table
* Added HWBToColor
* Added COLOR:ToHWB()
* Added COLOR:GetHue, SetHue, AddHue
* Added COLOR:GetSaturation, SetSaturation, AddSaturation
* Added COLOR:GetBrightness, SetBrightness, AddBrightness
* Added COLOR;GetLightness, SetLightness, AddLightness
* Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness
* Added COLOR:GetBlackness, SetBlackness, AddBlackness
Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual
Fixed bone manipulated entity's render bbox exploding
For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well.
Read kb_act.lst from MOD
Added Entity:Alive