5,973 Commits over 3,683 Days - 0.07cph!
Fixed gestures playing at 2x the speed on Nextbot NPCs
Fixed JSON function precision for real
Fixed JSON function precision for real
Fixed players getting flinged unexpectedly, most noticeably with SetNoCollideWithTeammates enabled and standing in teammates
Fixed players on moving brush entities getting insta killed if inside each other with SetNoCollideWithTeammates( true )
Remove "Torque Limit" from ballsocket tool as it does nothing
Tracking Sandbox Camera now properly tracks players instead of tracking somewhere above them
Fixed walking on player heads not working correctly if SetNoCollideWithTeammates() is set to true and the 2 players are in different teams in teamID range 1-4
Avoid console errors when using PrintMessage with weird input
Fixed jumping animations playing on players when landing in multiplayer (Fixed extra GM:DoAnimationEvent calls with PLAYERANIMEVENT_JUMP)
Try to avoid unexplained crash to do with overflowing font cache and display a warning instead (Another "CUtlRBTree overflow" crash)
Get rid of EffectData networking changes as they somehow cause crashes
Player.SetNoCollideWithTeammates( true ) no longer causes players with Team ID 1-4 to not receive melee damage from NPCs
▇ ▊▆▇▉ ▇▌▄▌ ▋▆▊ ▊▆ ▋▉▉▌▍▌ ▌▋▇▆ ▋▋▉█ ▍▊ ▋▄█▄▆▆▉
▌█▉ ▅▄▉▇ ▉▋██▌▍▊ ▄▌ ▄▅▍█ ▋█ ▆▍
Kepp these changes on x64
New text label language string
Added new nextbot hooks
Fixed direct calls to :PerformLayout() part 1
Fixed direct calls to :PerformLayout() part 2
These may cause issues, but shouldn't though
Minor adjustment to usage of Panel.GetChildrenInRect
Motor's force limit is now functional
Minor OnLuaError usage changes
Just adding a new argument for future use
Right click on emtpy spawnlist space to add a new label
Hopefully fixed spawnlists sometimes gettiing corrupted
Issue is, GetChildren() doesn't always return children in order they were added, which causes massive issues with how DTileLayoyt expects the data. ZPos seems to solve this issue for us.
Hopefully this means that the rare instance of spawnlist icon positions getting randomly garbled up when moving stuff around should now be fixed.
Updated TTT: Fixed Duck key while spectating in roaming mode teleporting you to last spectated player (Community)
reload language on client, not server, oopsie
Reload language files just before Lua gets initialized, instead of just after
Debug prints for a certain network related crash
when you forget 1 file after commit
Fixed bad direct calls to PerformLayout() part 2 - InvalidateLayout( true )
Fixed bad direct calls to PerformLayout() part 1 - Baseclass calls
Added NextBot.OnEntitySight and NextBot.OnEntitySightLost
surface.DrawTexturedRect(UV) works with poster command nicely
surface.DrawCircle looks less shit and it's color argument is now optional
Fixed a crash issue with Nextbot's vision module
Lua Nextbot's vision module get's created on Spawn
Use TransColor, not TransAlpha for prop fading
Moved static prop lighting update to a separate argument of util.RedownloadAllLightmaps, hopefully fixed a rare crash with it
"stack" argument for OnLuaError
Added safeguard to CMDLCache::GetStudioHdr from CSGO for an unknown cause crash
You can now add a spawnmenu label by right clicking empty space in the spawnlist
Increased precision of doubles in util.TableToJSON
Increased precision of doubles in util.TableToJSON
Added Filter text field to console UI, direct bindings to con_filter_* stuff
Added Material:Get/SetVector4D, returns/takes 4 numbers
Fixed Motor tool's Force Limit not functioning
Fixed a crash issue with secondary ammo display when switching to a NULL weapon
Fixed render.DrawQuadEasy producing malformed/squashed quads in very certain rare cases. Fixes wheel direction indicator spazzing out with certain wheel models on certain surfaces
NPC.NavSetGoalTarget, NPC.NavSetRandomGoal, NPC.NavSetGoal and NPC.NavSetWanderGoal now return a bool - whether the path generation succeeded or failed
NPC.NavSetGoal no longer tries to generate a 0 length path failing every time, now has 2 more arguments, minPathLength and direction = vec3_origin
SLAM tripmines now properly clean their laser when they are removed
SLAM no longer tries to throw/place the entity immediately after switching to it if the player switched away during the placing/throwing animation