3,055 Commits over 2,983 Days - 0.04cph!
Hammer: Display Raytraced preview in the 3d view when it finishes rendering
Made GetPhysicsAttacker's first argument default to 1
Restored optional-ness of 3rd argument of Entity.Ignite
Right/Middle mouse clicking in Hammer 3D view works better now, by only disabling mouse look only when it was started by middle/right clicking a 3d view
Fixed a regression with Entity.Fire
Fixed not resetting LightmappedGeneric's shader const 0 (basetexturetransform) between renders, resulting in it affecting materials which do not have basetexturetransform set
Added activator & caller arguments to Entity.Fire, both default to NULL
Switched base_entity:TriggerOutput to use Entity.Fire so it uses the internal engine event queue system
Fixed Hoverball corrpupting vector_origin (Community Contrib)
i was on the wrong branch again ffs
Do not recreate player's hull every tick
Fixed env_sprite_clientside affecting sprite trails
get rid of proper type checking for vgui.Create
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Throwing the last HL2 grenade maintains previous/last weapon for them grav gun grenade throws
Switch vgui.Create warning to ErrorNoHalt
Added "enable realistic fall damage" option to "start new game" for Sandbox
Fixed an infinite loop with CAI_TrackPather on ep2_outland_11a (and possibly other maps/places)
Increased precision of angrotation for all entities for fix prediction errors when walking on props
Nicer error message for steam error 18
CSoundPatch:SetDSP now works while the sound is playing too
Added Player.Set/GetMaxArmor
new projected texture inputs/keyvalues
info_particle_target as alias of info_target
prop_dynamic_glow as alias of prop_dynamic
Color correction volume simple multiplayer support
player setmodelscale fixes
Fixed child panels not updating their skins when calling Panel.SetSkin on their parent
mega grav gun networking
increased steam.inf
Print a console message when game is started with -noaddons
Do not boot players from vehicles when teleporting without the "ONLY players in vehicles" spawnflag, do not teleport players in vehicles at all without it.
Added player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (Community)
Added render.GetHDREnabled() - returns true if the current map has HDR enabled
Added Player.Set/GetViewPunchVelocity
Combined two loops in weapons.Register into one
Fixed DNumberScratch (and DNumSlider) constantly firing it's OnValueChanged callback when the value didn't actually change
Added an option to re subscribe to missing addons in an Addon Preset
The game no longer loads "Do not mount" state for unsubscribed addons
Fixed Hammer .fgd flag/array values inheritance
trigger_teleport ejects player from a vehicle when teleporting like expected
Added 4 map icons from the TF2 Halloween 2020 update
Fixed addon spawnlists not supporting subcategories
Added list.GetTable() (Community)
npc_combinegunship's ground attack spawnflag and inputs work now
Better click "animation" for DImageButton depression, added DImageButton:SetDepressImage() (Community)
Added maps/*.lmp to workshop whitelist
Partially resolve explosive barrels exploding when catching them and lightly touching ground after throwing
Added support for the new L4D2 DLC
Properly align checkbox labels in New Game settings
Experimental spawnicon loading 'queue' - prevent complete freezes when opening spawnlists, load spawnicons until we reach 30 FPS or 1 per frame.
Changed bodygroups to use unsigned ints over ints to prevent crashing and increase the bodygroup limit somewhat
Added PlayerHandleAnimEvent and PlayerFireAnimationEvent hooks (Same arguments as ENTITY: hooks, after the first arg being player obj)
Added CTakeDamageInfo.SetBaseDamage
Fixed entering a vehicle while ducked saving and restoring the ducked view offset when exiting the vehicle even though the player is forced to unduck
Fixed DTree_Node.ExpandRecurse producing Lua errors