5,130 Commits over 4,048 Days - 0.05cph!
Fixed certain decals not receiving shadows from projected textures
GMod no longer tries to delete workshop files outside of GMod's directory ( ISteamUGC item files )
Dedicated servers actually mount ISteamUGC addons
The initial addon mounting in main menu now displays a message that we are doing somethinig
Updated Ammo HUD to allow secondary ammo to fit at least 3 digints as opposed to 1.5 prior
Updated all built-in weapons to use a smaller font for ammo type icons
You can now ignite "simple_physics_prop" class via Ignite property
DTooltip is going to handle its contents when its target panel is removed
All DProperties default data type rows, DNumberScratch, DNumSlider, DSlider now support Set/IsEnabled
Adjusted contrast on disabled checkboxes and combo boxes
Flashlight has limited energy with gmod_suit set to 1
Reworked sprint logic to work better
Fixed prediction errors with no energy sprint and gmod_suit 1
Restored most of HL2 suit stuff, disabled by default via gmod_suit convar
GravGunPunt is no longer called for NULL entities (on client)
Fixed an issue which caused weapons to go invisible under very specific circumstances
Added HSL color functions
Added ability to remove favorite servers from the Favorites list
Remove relativelightingorigin functions
Added Entity.SetLightingOriginRelativeEntity
Added Entity.SetLightingOriginRelativeEntity
Entity.SetLightingOriginEntity is now shared
Added VMatrix.Zero and IsZero
Enable shadowing from world lights if r_shadowfromanyworldlight is set to 1 for when the map doesn't
Enabled shadowfromworldlights by default
Added support for _castentityshadow in Hammer
COLOR.Unpack COLOR.SetUnpacked and COLOR.ToTable (Community Contribution)
Added Vector.Unpack, Vector.SetUnpacked and Vector.ToTable
Added Angle.Unpack, Angle.SetUnpacked and Angle.ToTable
Added VMatrix.Unpack and VMatrix.SetUnpacked
Added Entity.Get/SetLightingOriginEntity
Fixed some CS:GO maps having terrible looking water and black skyboxes
Dynamic Render To Texture shadow angles
Added LuaLocomotion:Set/GetGravity()
Treesway for unlitgeneric, because we can
Shared DTVars for testing
Updated TTT to its latest version
Entity.PhysicsDestroy on ragdolls no longer crashes the game
Restored func_traintrain's control HUD (Can be disabled by gamemodes via HUDShouldDraw)
(Added gmods own scripts/hud_textures.txt)
Fixed CSS ladders and Physgun's +use allowing you to fly into air indefinitely
Fixed some weapons (RPG, AR2, HL1 357, Glock, Shotgun) spamming sounds underwater while holding RMB
Disable hull trace surface prop fix, it causes crashing issues
Fixed Entity.Activate on a SetModelScaled ragdolls causing a crash (It still won't scale ragdolls)
Added ITexture.IsErrorTexture
Fixed Player.Give's second argument soft-breaking non clip using weapons such as build in frag nades
Restore non HDR depth buffer range to 192 from 8192 for now
Fixed CTransitionTable::OverrideBlendSeparateAlpha and mat_fillrate
Icon editor loads bodygroups from picked models
Do the same for tools themselves (Faceposer, material)
Disable pattern searching for tools (and props/entities) in spawnmenu
Cherrypick some vital fixes for a hotfix
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Fix filtered out entities (on map cleanup) not increasing internal counter for MapCreationID()
Clientside only physics scrape sounds (for example from prop gibs) play properly at the entity location, not at world origin
Restore SWEP networking fix
Temporarily undo changeset 6235
Fixed a memory leak in engine traces
GitHub Pull Requests:
TTT: Optimized type checks (#1596)
Weapon inheritance doesn't error when baseclass weapon has non table values (#1586)
Some very minor code cleanups (PRs #1606 #1603 #1602 #1504)
Some Derma functions no longer pollute global table (#1598)
Moved GM:PlayerShouldTakeDamage definition to init.lua from shared.lua (#1600)
Changed default bidning for Alt from "Last Weapon" to "Slow walk" (#1559)
Default SWEP:ShootBullet now has 3 optional arguments - ammo_type, force, tracer
breaks sweps again for now
DListView_Column.SetFixedWidth with negative values doesn't freeze the game
cherry pick the vehicle fix from main
Fix NPC driven vehicles not driving
merge bass changes into prerelease
merge bass changes into prerelease
Fixed Entity.MapCreatedID() and Entity.CreatedByMap() being set a bit too late for GM:EntityKeyValue