3,055 Commits over 2,983 Days - 0.04cph!
forgot to add the new images
Show the map & the server you are joining on the loading screen
Sprays now kinda work in singleplayer
Cleaned up duplicate collisiongroup rules
Lua created materials ( CreateMaterial ) are now cleaned up on map shutdown
Prevent potential crashes in CShaderAPIDx8::CopyRenderTargetToTextureEx
DMenu.Open now checks for existence of Panel.IsModal to prevent errors on servers running beta branches while clients do not
Fixed a minor copy paste error with the addons menu
ENT.Initialize for clientside only entities now acts similarly to networked entities
Fixed addons not being able to update after they have been already loaded by the game (during loading to a server)
steamworks.GetList will always return a table, even on failure. (Fixes infinite loading when loading published items but there are none)
-noworkshop message in mainmenu only appears on Subscribed categories
Added Followed and Favorites categories to dupes/saves/demos pages
Fixed voice chat delay on low tick servers
Player.ConCommand blocked message is now an ErrorNoHalt
"connect" console command is now completely blocked on server realm
Trying to run "connect" console command from Lua on client will now prompt the player if they wish to connect to the given server
Added support for "boolean" type in .fgd
Moved "Edit Instance" button to not cover the input/output icons in Hammer (All 3 also behave better when resizing the window)
Added the func_instance_io_proxy entity (No hammer support yet, just the entity for existing maps)
Make sure contenticon.lua is identical on main compared to github
Remove the old Portuguese translation file (it was renamed)
Added the missing TTT translation file (Português (Brasil))
Updated TTT: Changed a bunch of default values for convars (Community)
Fixed yet another issue with Entity.Fire
Fixed a bug with ENT:TriggerOutput when deleting single fire outputs
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Implemented material conditional tests for GPU level from L4D+ games, assuming GPU level 3, reduces console spam and should fix certain materials looking wrong
Added !player_blue and !player_orange procedural entity names (equal to !player)
Made the 2 Portal 2 DLCs also mount with Portal 2
You can no longer shoot when clicking on empty space around a modal panel
Fixed calling gui.OpenURL from a modal panel preventing player from interacting with the gui.OpenURL confirmation dialog
Added Panel.IsModal
Added Panel.IsPopup
DMenu now better handles opening for modal panels (when it is parented to such panel manually)
Vector.Mul can multiply vector by vector now
Added "previewurl" to steamworks.FileInfo, meant as a replacement to previewid
Disallow DoModal on non Popup panels to prevent bricking the game
Portal 2 graphical glitch workaround fixes
sv_skyname now changes live, without needing a map restart
Idiot proof SetModelScale on players (if its <= 0, clamp to 0.001)
SRCDS workshop: more descriptive error message when failing to validate GMA header
Fixed whereis not working properly with floating .gma files
Floating .gma addons now display their internal .gma name, not the filename
Prevent studiomdl.exe from writing to out of bounds memory (MAXSTUDIOANIMBLOCKS)
Increased MAXSTUDIOANIMBLOCKS to 512
Fixed SetActiveWeapon on the player while holding a prop with grav gun putting the prop into an invalid state
Fixed not having an active weapon causing ItemHolsterFrame to not be called on any weapon
Clientside gravity gun object detachment when a serverside weapon switch happens also destroys the clientside physics object the gravgun creates like a dropping/punting the object would
Fixed an infinite loop issue with steamworks.GetList which caused
Remove util.RelativePathToFull as it serves no purpose in non menu states
Reset viewmodel skin, bodygroups and poseparameters which its weapon changes
Defaulted r_jeepFOV to 0 (uses player's desired FOV), to match other vehicles.
Fixed jeepFOV not updating properly when re-entering the vehicle
Fixed FOV desync between server/client for jeeps
PlayerClass now has and handles MaxArmor just like MaxHealth
Added basic G String game mounting support
translate SDK_ shaders to their non SDK_ variants
Fixed vgui.Create being called on screen resolution change with empty string
Shutdown CPlayerPickupController (player_pickup entity) if its associated player somehow becomes NULL to avoid crashing
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Deleted lua/menu/progressbar.lua (unused file)
Do not autofocus a panel with SetTabPosition( 1 ), preventing ability to unfocus all textfields
Panel.KillFocus on EditablePanel now actually kills focus
Clicking away from a text field now actually removes keyboard focus from that text field
Do not ErrorNoHalt vgui.Create if input panel is ""
DProperties handles non existing panel types more properly
Fixed Entity.Fire's 3rd argument not being optional
Added GetTimeoutInfo() - returns bool IsTimingOut, float GetTimeSinceLastReceived
ENT:HandleAnimEvent can now return true to suppress the default action
Limit maximum force for Thruster tool to 1e10 (from 1e35) to reduce crashing potential