3,055 Commits over 2,983 Days - 0.04cph!
Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
Added Half Life Source CLASS_ enums
Subtle TreeSway for gm_construct skybox trees
Fixed crash issues with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately functions when they were used with NULL owners
"anim" type SENTS now are properly credited as inclictor and not attacker when thrown into a player with a gravity gun
Added quick search to Material tool
Added translations for sky/fog/sun editors and bouncy ball and fixed translation for gmod_light
Entity.SetSaveValue can now handle array fields, just like GetSaveTable()
Added PhysObj.GetPositionMatrix()
Added Entity.GetWorldTransformMatrix()
Entity.GetSaveTable now works properly with most array fields ( Will show up as 1-based table in Lua )
JSON functions now can handle \0 properly
Fixed HTTP() cutting off post body at the \0
Added proper distance check and entity validity check for all properties
Refix treesway to use actually unused register in vertexlitgeneric
prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
NEWLINE for CEngineSoundServer::PrecacheSound warning
Fixed weird fog issues with recent shader changes
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Updated all shaders (recompiled) and added support for $treesway (cl_tree_sway_dir only for now, Alien Swarm version)
Fixed some shaders not compiling due to missing dll
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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
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)
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Entity.GetSequenceMovement Is now also shared