5,130 Commits over 4,048 Days - 0.05cph!
Added GameData key to gameinfo.txt
Added proper $tooltexture to gm_construct/water_13
Middle Mouse Click to pan in Hammer
Client precipitation never tries to bind a NULL material
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Borderless Windowed setting in Options
Temporary: Added more steps to the loading screen around Sending Client Info
Fix small Lua error in weapons module
Fixed Entity.GetTable being recreated upon loading the entity table from .lua file when one already exists
Shorter Rich Presence and better _modded handling
Steam Rich Presense: Display "Nice" gamemode name if possible, and don't include _modded part for internal gamemode names
Fixed prediction errors when noclipping and changing underwater state
Blood decals from shooting NPCs and Players can now be stuck to props too, not just world.
Port infinite bodygroups for studiomdl.exe from csgo
HL1 human grunts no longer spam console about forming squads
Removed rendermode hack for transparent entities which didn't even work properly
Fixed engine.ActiveGamemode() not returning current gamemode in clientside autorun scripts
Increase MAX_NODES to 4096
Added support for -allowdynamicpropsasstatic to vbsp
Added func_detail_blocker support
MAX_MAP_BRUSHES increased to
16384
Increased limits:
Entities - 8k to 20k
Displacements - 4.5k to 5.5k
MAX_MAP_AREAS - 256 to 1024
Move default spawnlists to settings/spawnlist_default/
Change HL1 leech to use its HL1 model
HTTPS for API Manifest
Fix prop_effect bodygroups on spawn for real
Added spawn effect for spawned SWEPs
GitSync - Fixed prop_effect dupe not retaining entity modifiers
Spawnmenu icon editor doesn't display an empty Bodygroups tab
Invisible children of DHorizontalScroller will no longer affect position of the visible panels
Added Entity.IsMarkedForDeletion
Fixed gmod_(admin_)cleanup not updating Player.GetCount on clients properly
GitHub:
* Added Blade Symphony map to its proper cateogry
* Fixed table.GetWinningKey with keys lower than -10000
* Fixes for toolgun Think not running in edge cases
Fixed localization breaking when the game has too many search paths
DLabel and its derivatives can be properly dropped with drag'n'drop when they are not initially pressed
env_wind can no longer freeze the server when improperly configured
Invalid panels for tooltips will no longer create errors
Added GMod speficic mapping key values to more entities such as prop_door_rotating, func_brush
Fix duplicated effects not having model name in respective hooks
Fixed TurnOff and TurnOn on vehicles crashing the game server when used on prop_vehicle_prisoner_pod
Minor changes + Restored HL1Weapon_357.Reload soundscript
Updated TTT to its latest version
Fix HL1 NPCs crashing the game server in some cases
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Updated HL1 sound scripts, also includes music ones now
Removed hl2_game_sounds_header.txt
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Fixed EmitSentence not working on clients
Restored some func_door functionality from HL1
HL2 crossbow no longer tries to shoot HL1 bolts and crash the server
Updated Options menu keybinds to be more descriptive
Added "distance to camera" button for func_areaportalwindow's FadeStartDist/FadeDist keyvalues in Hammer
Hl1 speaker compiles, item_longjump dummy
StaticPropLump V11 scale support (Visual only for now)
Remove 4wayblend materials with changed shaders
Translate lightmapped_4wayblend to LightmappedGeneric and grass to unlitgeneric for the time being
Cleaned up StaticPropLump stuff a bit
Added surface.Get(Text/Draw)Color
Add fixed up materials for the CS:GO Darkzone map
Increased maximum displacement count per map to 4500 from 2048 ( 8k crashes on map load )
Added support for staticproplump v11, may be wrong
Unsupported staticproplump verseions will now exit the game with a neat-ish message
env_laserdot can now properly be invisible when it's supposed to (Fixes APC placing a red dot on players)
HL1 crowbar, snark, tripmine and rpg compile and work in multiplayer, and have their sounds fixed up
Prefix HL1 glock and mp5 sound scripts with HL1
Fix HL1 shotty right click sound