3,055 Commits over 2,983 Days - 0.04cph!
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
Fixed monster_scientists always having random skins in all cases
Added ents.FindAlongRay( vecStart, VecEnd, vecMins=nil, vecMaxs=nil ) = table
Reduced lag with a very huge amount of notifications
Reduced probabilty of the game crashing when rendering dupe icon
Git: Slightly improved performace of player animations
HL1 headcrab no longer breaks HL2 headcrab and vice versa
Player.SetAmmo actually uses the new method with bounds checking
Added game.GetAmmoNPCDamage()
Added game.GetAmmoPlayerDamage()
Added game.GetAmmoForce()
Added game.GetAmmoDamageType()
Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
FL_ANIMDUCKING is now set automatically and is used for crouching animations
Added /LARGEADDRESSAWARE to GMPublish (for now)
CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings
Added PhysCollide.__tostring
Added PhysObj.ApplyTorqueCenter( Vector/AngularImpulse )
Added PhysObj.GetShadowPos() = Vector
Added PhysObj.GetShadowAngles() = Angle
Added PhysObj.GetVelocityAtPoint( Vector ) = Vector
Added PhysObj.SetContents( uint )
Added PhysObj.GetContents() = uint
game.CleanUpMap() will no longer crash on LZMA compressed maps
Fixed entities inside player clip brushes not being usable by +use (Fix for Half Life Source map(s))
Fixed util.DecalEx not working on entities with brush models.
Fixed game.AddDecal not precaching added decals resulting in util.DecalMaterial not working as expected in some cases
Fixed util.DecalEx's scale arguments not working
Fixed util.DecalEx using inverted normal for non brush entities
ScriptedEntityType will now work equally on all entity types
Added navmesh.GetGroundHeight( pos ) = float height, Vector normal
Added engine.TickCount()
GitSync:
* Fixed Paint tool's reload not removing the duplicator entity modifiers
* IsValid micro optimisation
Updated default spawnlists: Portal 1, Builder and HL2: Characters categories, added Garry's Mod category. This only affects new players
Updating some existing spawnicons
(Experimental) Updated BASS.DLL for windows to yet unreleased version to fix crash regressions introduced by latest public release of BASS.DLL
Eyeposer and Fingerposer can now be used on Effects
Added DNumSlider.GetText, Set/GetDefaultValue, ResetToDefaultValue
Faceposer changes:
* Context panel now properly clears itself when targeted entity becomes invalid
* Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx
* Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken
* Faceposer now supports 128 flexes not just 64
* Flex names are now prettier
* The secondary presets (pictures) no longer occupy 3 rows even if 2 or even 1 row is populated
* Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models
* You can now middle mouse click on a slider's knob to reset the slider to its default value
* Faceposer now has a quick filter feature, allowing to quickly search through flexes by name
* Improved the flex list so that the text is now cut off on the bottom
Fixed pickup HUD ( ammo, weapons, etc ) not working properly for some time after changelevels
Restored functinality of monster_mortar to fix a crash issue on c1a3b
Added support for BodyGroups in Sandbox NPC list
Updated some HL2 map icons to be more recognizable
Added CNavLadder.GetTop(),GetBottom(),GetWidth()
Added serverlist.AddCurrentServerToFavorites(), CanAddServerToFavorites(), menustate only
Added Favorite this server button to the bottom bar of the main menu when you are on a server
Slightly adjusted alignment of text and icons on the bottom bar of the main menu
Added entity and entindex to the "Changing collision rules within a callback is likely to cause crashes!" error message
Restore g_FailedSounds on OSX
Change PLAYERANIMEVENT_CANCEL_RELOAD's value to be closer to the rest pf Lua exposed PLAYERANIMEVENTs
Changed the default value of r_hunkalloclightmaps to 0
* Added PLAYERANIMEVENT_CANCEL_RELOAD enum
* Automatically fire PLAYERANIMEVENT_CANCEL_RELOAD on weapon switch
* Moved the Map and Source Engine version text when console is open a bit down so it can be read
Better npc_barnacle behavior with ai_ignoreplayers
Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
render.DrawSphere will no longer draw one less longitude step than specified
GitHub:
* Changed Toolgun's holdtype from pistol to revolver to match the view model
* GetCreator now returns NULL for no creator, instead of nil
* Updated gm_video with console output on start/end, added vid_sound 1/0 to control sound recording, added console command help text
Added a bunch of new entity translations that might show up in the kill feed
Restore functionality of env_wind for now
file.Exists and file.IsDir will return false instead of nil when used on invalid files or files Lua has no access to.
Added file.Rename( oldFileName, newFileName ), same restrictions as file.Write/file.Open apply.
Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
Updated .fgd files (for Hammer) to include GMod specific Sandbox key values.
Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion.
Vector/Angle.Mul and Div methods now have correct type checking and errors
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
Fixed a stack overflow in DListView
Entity.DeleteOnRemove() can no longer remove players or the world
Added TYPE_PHYSCOLLIDE enum (OOPS)
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed