4,965 Commits over 3,957 Days - 0.05cph!
Fixed some shaders not compiling due to missing dll
█▇▆▅█▅▍ █▊▌▊ ▆▊▊▍▅▄▊ ▊▉ ▊█▍ .▄▆▄ ▄▋▍▅█ (▊▋ ▊▄▊▄ ▌▆▌▉ █▌▄▅'█ ▄▉▄▇▇▇ █▄ ▌▄▇▆▌█▄ ▆▉▉█▍ ▉▄▉▇▄▆ ▇▋▄▆▊▌▍)
Updated shader build scripts to work without source sdk
Added CTakeDamageInfo.__tostring
CTakeDamageInfo.GetDamageType now properly returns an unsigned int
Added DMG_SNIPER and DMG_MISSILEDEFENSE
Blind attempt to find a crash in CCollisionEvent::ShouldCollide
Fixed FL_ANIMDUCKING not resetting when entering a vehicle
Fixed the custom use button trace to not hit the player
Restored Gib Model functionality of func_breakable from HL1
GitHub:
Added player.GetByAccountID( id )
Updated language files
Added 12mmRound ammo type from HL:S
Houndeye changes from upstream - auto squads on spawn, better solo houndeye behavior?
Fixed purple blood color on HL1 aliens
Resolved soundscript conflict with HL2 and HL1 turrets
Changed translations for turret classnames to better differentiate which is which
Fixed HL2 barney appearing on HL1 map c1a1
Fixed HL1 and HL2 episodes not displaying their chapter titles and other on screen text
GitHub:
skill.cfg minor changes to match HL2
more language entries for entities
Fixed a potential crash issue with Half Life Source monster_*_dead NPCs
Fixed model of monster_hevsuit_dead
npc_sniper no longer becomes pacifist after one player kill
Fix a crash issue with monster_flyer
Removed some 128px unused by default spawnicons, and adding new spawnicons for the new spawnlists. (1/2)
Updated TTT to its latest version ( Ironsights on reload changes )
Updated localization files
monster_tentacle better fix
Better monster_tentacle fix
Fixed monster_tentacle not dealing damage properly
Updated particles_manifest to include ALL default shipped particles
Moved "mod_studio: MOVETYPE_FOLLOW with no model." warning to developer level 1
Reverse changes to NPC.GetTarget and NPC.GetEnemy return values as it causes unforeseen problems with existing mods
Git:
* Better/Faster implementations of SortedPairs and similar functions
* weapon_medkit now heals up to max health properly, and lag compensates when used by players
Git:
* TTT: Spectator HUD changes
* DNumberScratch: decimal changes for the pop up window + shift to freeze zoom
* PrintTable wil no longer try to print the table its currently printing
Return type consistency for Entity.GetRagdollOwner
Type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity
Player.IsFullyAuthenticated no longer returns the player object by doing something very wrong in singleplayer or for local server host
Type consistency for NPC.GetEnemy, NPC.GetTarget, NPC.GetBlockingEntity, NPC.GIve
Stop resetting player gravity when using ladders
Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType()
Fix GetAnimInfo bailing on valid entities
Only try to stop multiplayer spam with duplicator saves
Minor duplicator improvements
* Can no longer immediately resave an armed dupe
* More safeguards against bad user input
* Better server logging for dupes and saves
Fixed prediction errors caused by using Player.SetHull(Ducked).
Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
Removed non functioning code related to trigger_changelevel player position fixes
Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where no NPCs can see them (fix for transitions in a vehicle in HL2 campaign)
▄▍█▊▅▆▄▅ ▌▊▅ █▊▅▌▉▌█ ▅▌▇▍ █▋▊▉▋█▉ ▄█ ▉▊▉▇▉▅▆ ▄▄ █▉▅▋▅ █▆▆▊▅▉▌ ▄█▉▄▉▋▍ ▉█▉▊▋▆▉▋ ▅▌ ▇▇▊▇▅█
Entity.GetSequenceMovement Is now also shared
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
Fixed monster_scientists always having random skins in all cases
Added ents.FindAlongRay( vecStart, VecEnd, vecMins=nil, vecMaxs=nil ) = table
Reduced lag with a very huge amount of notifications
Reduced probabilty of the game crashing when rendering dupe icon
Git: Slightly improved performace of player animations
HL1 headcrab no longer breaks HL2 headcrab and vice versa
Player.SetAmmo actually uses the new method with bounds checking
Added game.GetAmmoNPCDamage()
Added game.GetAmmoPlayerDamage()
Added game.GetAmmoForce()
Added game.GetAmmoDamageType()
Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
FL_ANIMDUCKING is now set automatically and is used for crouching animations
Added /LARGEADDRESSAWARE to GMPublish (for now)
CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings
Added PhysCollide.__tostring
Added PhysObj.ApplyTorqueCenter( Vector/AngularImpulse )
Added PhysObj.GetShadowPos() = Vector
Added PhysObj.GetShadowAngles() = Angle
Added PhysObj.GetVelocityAtPoint( Vector ) = Vector
Added PhysObj.SetContents( uint )
Added PhysObj.GetContents() = uint
game.CleanUpMap() will no longer crash on LZMA compressed maps