6,005 Commits over 3,745 Days - 0.07cph!
Added ACT_HL2MP_SWIM_IDLE & ACT_HL2MP_SWIM to Lua
Updated bone_setup.cpp
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* GitSync
* Added menu_cleanupgmas
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* GitSync
* Added new TF2 map icons and a few L4D1 map icons
Removed the 20 character addon name limit
* Fixed RPG sound spam #2
* Added input.LookupKeyBinding ( int key_enum ) - clientside
* input.LookupBinding() now has a second parameter - exact
* net.ReadData no longer tries to read 0-length or negative length data
* Added system.IsWindowed() - clientside
* Updated the "No DirectX redistrib" message
* Added maps/*_particles.txt for HL2:EP2 maps
* Added CNavArea.SetAttributes( int atts )
* Added CNavArea.GetCostSoFar()
* Added CNavArea.ComputeAdjacentConnectionHeightChange( CNavArea )
* Added CNavLadder.GetLength()
* Added navmesh.IsLoaded()
* Added navmesh.SetMarkedArea( CNavArea )
* Added navmesh.GetMarkedArea()
* Added navmesh.SetMarkedLadder( CNavLadder )
* Added navmesh.GetMarkedLadder()
* Added navmesh.GetEditCursorPosition()
* Added navmesh.Reset()
* Added navmesh.Load()
* Added navmesh.Save()
* Added CLuaLocomotion.IsAreaTraversable( CNavArea )
* Added CLuaLocomotion.GetMaxJumpHeight()
* Added PathFollower.ResetAge()
* Added PathFollower.MoveCursorToClosestPosition( Vector pos )
* Added PathFollower.GetHindrance()
* Added PathFollower.GetCursorData()
* Added PathFollower.GetCurrentGoal()
* Added PathFollower.FirstSegment()
* Added PathFollower.LastSegment()
* PathFollower.Compute( pos, nextbot, function ) now has a third paramter - function( area, areafrom, ladder, elevator, length )
Updated UA string returned by awesomium
Updated Hammer and HLFacePoser to latest versions
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Updated Awesomium to 1.7.5.1
* Fixed TF2 .nav files crashing the game on load
* Fixed GetSaveTable() not properly handling some entities
* Made the "DirectX Out of Date" message open the Support webpage
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* Removed RawConsoleCommand
* Added buildcubemaps, voice_ and some snd_ commands to blocked cvar list
* Removed the 8192 .lua file limit for singleplayer. ( The limit still exists for multiplayer )
* Updated net_graph to latest version
* Updated sv_log(sdir) to the latest version ( Thanks Ley )
* file.Remove no longer can delete any file on your PC in menu state ( Thanks Ley )
* Fixed physenv.AddSurfaceData only working once per map
* Added ENT:FireAnimationEvent( origin, angles, int event, string options ) for "anim" type entities - return true to prevent the event from being handled by engine
* Added ENT:HandleAnimEvent( event, eventtime, cycle, type, options ) for "anim" type entities
* Fixed Vehicle.IsBoosting crashing the game when used on a seat
* Removed Panel.OnMousePressed method, no idea why it exists, was alias of Panel.GotoTextStart
* Updated Orange Box .pcf particle system to the latest version
* Blocked gameui_show_dialog just in case
* Added support for L4D1 maps
* Added support for Static Prop Lumps v7, v8 ( L4D1 ) and v9 ( Portal 2 )
* Fixed lightprobe and jpeg being able to override any file in Steam directory
* tonumber() no longer returns "NaN" and "inf" ( it returns nil instead ) - Thanks Willox
* GitSync
* Fixed random shitty sprite texture SWEP crosshair ( Thanks Jvs )
* Fixed 2 crash problems, 1 confirmed shadow related crash, one potential crash fix
* Added CSEnt.__tostring()
* Panel.OpenURL() no longer opens bad/blocked file extensions
* Fixed dangerous .vtf exploit(s)
Even more blocked convars to prevent servers fucking with players
Break Panel:Paste until we figure out what to do with it.
* GitSync
* Idiot proofed Vehicle.SetVehicleParams ( Removed stuff that would crash the server )
* Blocked one more malicous command ( Thanks Ley )
* Fixed FireBullets and Trace functions not erroring when not passed a table
* Added experimental version of Vehicle.SetVehicleParams( table )
* Fixed a problem or two with Vehicle.GetVehicleParams()
* GitSync
* Added hud_fastswitch & cl_downloadfilter to blocked convar list
* Entity.SetSubMaterial now errors when given wrong arguments
* Added Entity.GetEffects()
* Added Entity.GetEFlags()
* Added Entity.GetPredictable() - Clientside
* Removed CLuaLocomotion.IsAscendingOrDescendingLadder - Alias of IsUsingLadder
* Added CLuaLocomotion.JumpAcrossGap( Vector landingGoal, Vector landingForward )
* Added CLuaLocomotion.SetVelocity( Vector vel )
* Added CLuaLocomotion.IsOnGround()
* Added Player.GetTimeoutSeconds() - Serverside
* Added Player.IsTimingOut() - Serverside
* Added CRecipientFilter.__tostring
* CreateSound's 3rd argument is now CRecipientFilter, only works serverside
* Finalized Vehicle.GetVehicleParams()
* Fixed a crash issue with Vehicle.SetSpringLength()
* GitSync
* Added Weapon.GetMaxClip1()
* Added Weapon.GetMaxClip2()
* Added Weapon.GetSlot()
* Added Weapon.GetSlotPos()
* Fixed some sounds PAKcked into the .bsp crashing when loading
* Fixed some compressed sounds PAKcked into the .bsp failing to load
* Fixed player_changename game event not working
Fixed gamemenucommand "engine" exploit.
* Fixed "point" scripted entities not returning correct class on client if transmitted
* Added cl_mouseenable to blocked command list
* Added a billion Vehicle functions ( About 35 )
Rollback Steamworks API update
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Attempted Linux build error fix