4,965 Commits over 3,957 Days - 0.05cph!
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Added Entity.IsScripted
Fixed timer.Adjust erroring but working
Fixed Weapon.IsScripted's return value
Fixed a problem with workshop subscriptions sorting
Updated GMod's custom decals - Some now support colors, Smile no longer has non transparent background
Fix any potential crashes when CSoundControllerImp is used on a NULL CSoundPatch, like the Hunter Chopper NPC
Fixed ropes on ragdolls being attached to the wrong place clientside
Better use of blank space in main menu on smaller resolutions
Fixed ropes on ragdolls being attached to the wrong place clientside
Better use of blank space in main menu on smaller resolutions
TTT: Fixed 2 more exploits
TTT: Fixed 2 more exploits
Update TTT to its latest version - Fixes 2 DoS exploits
Update TTT to its latest version - Fixes 2 DoS exploits
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Disallow banning or kicking local server host ( singleplayer and listen server )
Update hlmv from upstream ( Some things disabled cause too many merging required )
Rollback gmpublish changes
Fixed 4 small Lua issues - Typo in ai_schedule.lua, leftovers in ragdoll_motion.lua & balloon.lua, bug in dcategorycollapse.lua
Fixed PathFollower.Compute leaking Lua references
* Added CLuaParticle.__tostring
* Added CLuaEmitter.__tostring
* Added CLuaEmitter.IsValid
* Improved no collide vs players of certain tools
* Get rid of the dummy clientside physics objects on ragdolls completely
* Reduce clientside physobj amount of ragdolls to the amount on the server
* \n for IMesh.BuildFromTriangles error message
* Made sure that all PhysicsInit functions always return a boolean instead of returning nil on failure and true on success.
* Added return value to Entity.PhysicsInit and Entity.PhysicsInitSphere
* Better "success" detection for rest of PhysicsInit* functions
* Added Entity.PhysicsInitStatic( solid ), returns bool
Updated gmpublish.exe to ISteamUGC
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Add support for PATCH and OPTIONS HTTP methods
* Wait for SteamUser() for 10 seconds before displaying "No SteamUser" error.
* Added SteamUGC() test with steps to fix on failure to load
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Update support link for DirectX error message
More messing around trying to figure out the NoSteamAPI errors
util.Trace* functions will no longer crash the game when used before the world is initialized (and will silently fail when used too soon)
* Allow loading of BSPVERSION 21
* Entity.DispatchTraceAttack will now error and halt execution like expected when incorrect parameters are given
* Entity.HasBoneManipulations, Entity.HasFlexManipulatior and Entity.GetBrushPlaneCount will no longer return no value in case of failure
* Entity.GetFlexScale's will return 1 instead of 0 in a specific case where the function fails to get the actual flex scale (to match other fail case returns of this function)
* Entity.GetBrushPlaneCount and Entity.GetBrushPlane will now work on brush entities
* Translate Edit Properties and rest of Properties
* Explosion effect will no longer make sounds
Slight Improvments to bone editors in Sandbox
Added "Effects" and "Entities" to addons menu, prettified the "Uninstall All/Selected" stuff a bit for easier translations
Minor tweaks to srcds workshop console output
Added "entity" as a valid tag for gmpublish and gmad
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