6,195 Commits over 3,867 Days - 0.07cph!
Revert changes to Entity.NetworkVarNotify as they cause problems with many addons
TTT: Fixed an issue with LANG.AddToLanguage to do with missing languages (Community Contrib)
Fixed exploits to do with the main menu
Remove base_ai comment that is not true
Fixed spawnmenu tabs erroring due to content w/ no category
Use the new undo.AddFunction feature for Statue property
Added DProperty_Entity
Also made util.StringToType work with "entity" type
Editable Entity UI (DProperties) now supports the same UI type names as the DTVar type names. i.e. you can now use "Bool" instead of "Boolean" in Entity:NetworkVar() "Edit" table, etc
DTextEntry deletes its suggestions DMenu if the textentry is deleted
Deleted auto-sent files from lua/send.txt
Main menu maps optimization
No longer refreshes the map list multiple times a per "mounted content changed" event, so it should be faster
Added callback to gmsave.LoadMap
Useful for mods that want something to happen only after all the entities are placed
Allow SpawnmenuContentPanel to switch to NULL panel
Do not error when SpawnmenuContentPanel:SwitchPanel() is called with an invalid panel.
Minor clean ups that don't deserve their own commit
▋▊▋▋▍▋▇▆▉ ▋▍▄▇▌ ▉▅▍ ▄█▄▇ ▅▇▍▅▋ ▍▉▋▆ => ▅▋▍ ▊▆▄▌▇█ ▊▌▌█▆█▋▇
▅▋▊▄▊▅▍▋▆▊▋ "▋▆▆█▆_▊▆█▌▍█▌" ▍▌▌▇▋▍▋▄▍▋ + ▉▅▍█▇▍▍ ▉▍▋▌ ▌▅▇▄▆▍▋▋.▄▆▋ ▋▍▋▅▋▋▆▌█▉ ▌▄ ▋ ▄█▌▇▆█ ▇▍▊▍▄▋█▆█▍, ▄▆▍ █ ▌█▄▊▅▆ - ▅▆▅▇ ▇▄ ▅▊▍▋▄▇▉ ▉▌▋▄▍▋█▆
Minor improvement to Ray-Traced Preview in Hammer, still needs work
Fixed Hammer views forcibly taking focus away from LightingPreviewWindow
Do not try to load filesystem_steam.dll/so/dylib since we do not ship it or use it
Fixed loading screen progress bar kinda going backwards in certain points, and added more steps to the very end
Fixed subscribed addons not being able to update in the main menu while they are mounted
Unify the way ISteamUGC addons get the .gma file from Steam
menu_cleanupgmas now takes into account addons that updated to ISteamUGC API from the old API, so their old .gma in addons/ is unused
Do not copy old API .gma subscriptions to ,gma.outdated files when an update is needed, the copied file is never used
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
Fixed linux not compiling
Make the decal limit use r_decals value (with maximum of 8192), not its default value, which is 2048.
Fixed models loaded by ClientsideModel() losing their modelbounds data on map disconnect due to them being reloaded (for now, we don't reload such models)
Fixed String DTVar callbacks not being called at all
Hopefully fixed the model in maps reloading issue forever
Hammer: Added extra width to the right side toolbar so Auto visgroups can fit without a scrollbar
Adjusted the Texture Application Tool UI to fit longer texture names
DTextEntry removes its autocomplete menu when the text entry itself is removed.
Make the message "CTextureAllocator::GetTextureRect has invalid texture handle! Expect crashes!" not as spammy
Better handle invalid textures handles when shadow rendering
Add a potential infinite loop prevention due to shadow rendering
Hammer: Fixed multiple crashes due to .fgd BaseClasses being redefined with fewer variables than they had before
Adjust text boxes in Hammer's Entity properties for recent style changes
Texture Browser in Hammer handles horizontal resizing better, moves the buttons that would cover the current texture text
Applying textures via the "Face Edit Sheet" or "Apply Current Texture" Tools no longer rebuilds visgroups UI for each object, only after all textures are applied, so it should be much faster now
Let's try applying Visual Styles 6.0 for Hammer
Further optimize Hammer auto visgroup rebuilding when applying tool textures
Fixed major hang when opening Texture Application Tool with many objects selected
Fixed alignment/size of Texture Shift/Scale Y axis text boxes to match the other text boxes, now its perfect
Delete the IsModal check now that the update is released
Hack v2 for DTVar proxies
Hammer: Rebuild VIS group UI after processing all solid faces, not after each face.
merge the Entity.Fire changes
remove debug stuff from recent change
add a temporary hack for clientside dtvar notify
Fixed Lamp entity not turning on due to recent changes to NetworkVarNotify
Prevent spawnicons with sizes 33-63 from saving "_64" versions of the spawnicons, now uses the default 64x64 image without any suffix like it should
Setting size of a spawnicon AFTER the model should now work correctly (Still would not recommend doing so though)
SpawnIcon:SetSpawnIcon no longer requires the file to be loaded elsewhere to work
Fixed compile issues on x64 with recent filesystem changes
More strict argument type checking for util.TableToKeyValues and CreateMaterial
Restore the effective default value to Entity.Fire/Entity.Input (which is an empty string)
bass.dll update to unreleased version for windows x64 too
remove the new build script shortcuts from dev (doubt they work)
Manually merge the steamworks build configs because plastic is special