userRubatcancel

6,299 Commits over 3,957 Days - 0.07cph!

5 Years Ago
Run r_flushlod on map start and shutdown, to help against default models being included in map PAK lumps causing them to be invisible on changelevel.
5 Years Ago
Fixed func_areaportalwindow not resetting its SetBlend call, causing props on certain maps to go invisible or be transparent unexpectedly
5 Years Ago
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5 Years Ago
Added killfeed translation for script_conditions entity (Appears in HL2Ep2 maps)
5 Years Ago
More safeguards when loading language files
5 Years Ago
Fixed Entity.AdvanceFrame crashing the game with invalid sequences Fixed Lua errors from PositionSpawnIcon with bad entities
5 Years Ago
self-controlled func_tank obeys ai_ignoreplayers 1
5 Years Ago
Increased MAX_MAP_MODELS to 4096
5 Years Ago
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5 Years Ago
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5 Years Ago
merge from main
5 Years Ago
merge from main
5 Years Ago
Added missing Stalker NPC sound scripts Footstep sound changes Better Rubber footstep (doesn't cutoff while sprinting with loud clicks), chainlink footsteps are a bit queter now. Funfact - soundscript volume doesn't do anything for step sounds Stanley Parable soundscripts inclusion We don't ship those files, but load them if they are mounted by the player. The soundscapes file is not a mistake. Serverbrowser improvements/fixes Don't bother allowing players to join full servers, they just gonna get kicked. Subtract bots from maxplayers too Fixed a rare JS error
5 Years Ago
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5 Years Ago
Fixed double "expected" in VMatrix.__mul type error
5 Years Ago
Increase MAXSTUDIOFLEXVERTS to 65536
5 Years Ago
Reduced volume of chainlink footsteps to match the rest Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
5 Years Ago
Reduced high frequency noise on wood, concrete, tile and metal footsteps
5 Years Ago
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
5 Years Ago
Fixed NPC.Give() being able to give the NPC multiple copies of the same weapon, now returns the existing copy Added NPC.GetWeapons(), NPC.GetWeapon( class ), NPC.SelectWeapon( class/ent )
5 Years Ago
Unmounted materials appear as missing textures properly, instead of just white Broken Patch materials fallback to LightmappedGeneric Changed the default fallback shader to a working Wireframe shader
5 Years Ago
Fixed extreme performance loss when trying to render unmounted materials (unmounting CSS while on a map that uses CSS content and re-joining that map)
5 Years Ago
Use UnlitGeneric as fallback shader when no shader is given, so that brushes/displacements are not completely invisible or have weird distorted wireframe representations floating around
5 Years Ago
Fixed decal related crashes on world geometry (brushes/displacements) when the material they are applied to are unmounted
5 Years Ago
Added NPC:PickupWeapon( wep ) = bool
5 Years Ago
Fixed missing Stalker sounds (pain, death, ep1 train stuff) Load Narrator sounds from Stanley Parable if available
5 Years Ago
Fixed OnMouse* and OnCursor* hooks not working on panels derived from RichText
5 Years Ago
Fixed SWEP:OwnerChanged being very unreliable and inconsistent
5 Years Ago
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
5 Years Ago
Applied the visibility tests from https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_visibility_tests (requests/issues/874)
5 Years Ago
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5 Years Ago
Added .vmt to file.Write whitelist
5 Years Ago
Added Player.GetUseEntity() - shared, returns the entity that would be used if the player would press their +use key, including GM:FindUseEntity results
5 Years Ago
retry in singleplayer now acts like "map currentmap.bsp"
5 Years Ago
Current value is passed to DTextEntry's OnEnter callback (Community Contribution)
5 Years Ago
NPC weapons are now sorted alphabetically Also no dupes and switched the text ot use "localized" stuff Also fixed some localizations SuperDOF window repositions itself on screen size change Prevents it from "disappearing" and soft locking the game ENT:OnChangeActivity for base_ai Extra killicons for prop like objects Added GM:CanArmDupe Trim sbox_persist value Extra spaces no longer cause issues of props not saving or loading Clientside Sandbox settings Also added freeze/unfreeze effects to physgun settings Weapons that are NPCUsable are marked in spawnmenu
5 Years Ago
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5 Years Ago
Fixed loading of .png materials with different material parameters not working properly Fixed loading of .png textures after a map change trying to load .vtf versions of the textures and failing every time
5 Years Ago
SuperDOF UI window now repositions itself when player's screen resolution changes
5 Years Ago
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar Added Freeze/Unfreeze effects checkboxes to Physgun Settings Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
5 Years Ago
Added models/player.phy so that mounting Portal 2 doesn't make models/player.mdl spawn as an unmovable object
5 Years Ago
Added PLAYER:Death hook (Community Contribution)
5 Years Ago
Added ErrorNoHalt with stack when Lua is trying to send an overflowed net message
5 Years Ago
Added SANDBOX:CanArmDupe( ply ) hook, return false to prevent players from being able to arm dupes.
5 Years Ago
Community Contributions: * Switched GM:GetFallDamage to use GetConVar() over GetConVarNumber() in base gamemode * base_gmodentity.GetPlayer() now properly returns the player object after player reconnected to the server for base_gmodentity derived entities * Right click removing entities with the Remover tool now properly progresses the Remover achievement on Steam
5 Years Ago
Sandbox persistence Context menu property also trims whitespace of the convar value
5 Years Ago
Sandbox persistence now trims whitespace on input so you don't end up with files that the game refuses to write to/read from
5 Years Ago
NPC weapon selection is now sorted alphabetically
5 Years Ago
Added ENT:OnChangeActivity for base_ai entities
5 Years Ago
NPC.MarkEnemyAsEluded and NPC.ClearEnemyMemory now have an optional argument - enemy Added NPC.HasEnemyEluded, NPC.HasEnemyMemory, NPC.GetEnemyLastKnownPos, NPC.GetEnemyLastSeenPos, NPC.GetEnemyLastTimeSeen, NPC.GetEnemyFirstTimeSeen - All of these have an optional argument - enemy, which defaults to GetEnemy() Added NPC.SetIdealYawAndUpdate( yaw, yawSpeed = -1 )