3,556 Commits over 3,256 Days - 0.05cph!
Removed unnecessary arguments in C++ => Lua workshop download callbacks in menu state
Fixed a potential issue with Workshop Subs not properly marking files as downloaded
Fixed DTree_Node.MakeFolder producing errors in certain case due to recent changes
SteamAPI Errors on non first page of Dupes/Saves/Addons/Demos will not hide the pagination
Fixed undo.AddFunction changes being undone by previous commit
lets try to recover from internal compiler error yayyy
Browse > Games now also refreshes when a game is mounted or unmounted
You can now open the workshop addon directly from Spawnmenu > Browse > Addons
You can now right click on any folder in Spawnmenu > Browse > Games to quickly generate a recursive spawnlist for that folder
Added DTree_Node.GetExpanded
Added DTree_Node.OnNodeAdded( newNode )
Fixed an issue with DTree file folders where adding folders to an open node would not populate the added node unless the parent node was collapsed and then expanded again
Fixed AddonInformation.File not being set for ISteamUGC addons
GM:GameContentChanged is now also called for serverside/clientside realms like originally intended
Subscribing to an addon while in a map now refreshes the spawnemnu > Browse > Addons section to contain the new addons, if any
Fixed GameContentChanged hook running 3 times in a row in menu state
Better error handling for getting subscriptions to hopefully prevent "Fetching subs" getting rarely stuck forever for some people
Display a UI message when we failed to find models for an addon in SpawnMenu > Browse > Addons
Reduced spamminess of "Couldn't find/load font" warnings
Fixed a few minor compile warnings
SurfaceInfo.__tostring now contains the ID of the surface
Added some debug detection code for missing subscriptions when Steam servers are having issues
Fixes for potential crashes with MOVECOLLIDE_FLY_CUSTOM, FLY_BOUNCE, FLY_SLIDE, DEFAULT
Minor optimization in Base gamemode's CalcView (Community Contribution)
Let people know that -authkey is no longer needed if it is still in the srcds launch options
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Updated CPackedStoreReadCache to its TF2 version, to hopefully fix a random crash 1 guy had
Fixes for potential crash issues when handling Lua entities in C++
Entity.SetTable now throws a type error when given not a table (used to silently fail)
Missing the weapons/scripted_ents.Get function at entity creation no longer exists the game (For example when its only missing clientside)
SpawnmenuContentPanel:SwitchPanel now accepts nil to switch to no panel
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Added map icon for fof_nest
Revert changes to Entity.NetworkVarNotify as they cause problems with many addons
TTT: Fixed an issue with LANG.AddToLanguage to do with missing languages (Community Contrib)
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Minor improvement to Ray-Traced Preview in Hammer, still needs work
Fixed Hammer views forcibly taking focus away from LightingPreviewWindow
Do not try to load filesystem_steam.dll/so/dylib since we do not ship it or use it
Fixed loading screen progress bar kinda going backwards in certain points, and added more steps to the very end
Fixed subscribed addons not being able to update in the main menu while they are mounted
Unify the way ISteamUGC addons get the .gma file from Steam
menu_cleanupgmas now takes into account addons that updated to ISteamUGC API from the old API, so their old .gma in addons/ is unused
Do not copy old API .gma subscriptions to ,gma.outdated files when an update is needed, the copied file is never used
Fixed gui.EnableScreenClicker()'s internal panel showing up after a screen resolution change while it is active
Prevent Lua errors when generating Spawnmenu tabs when an entity or a weapon does not have a Category set, or it is set to not a string
Fixed linux not compiling
Make the decal limit use r_decals value (with maximum of 8192), not its default value, which is 2048.
Fixed models loaded by ClientsideModel() losing their modelbounds data on map disconnect due to them being reloaded (for now, we don't reload such models)
Fixed String DTVar callbacks not being called at all
Hopefully fixed the model in maps reloading issue forever
Hammer: Added extra width to the right side toolbar so Auto visgroups can fit without a scrollbar
Adjusted the Texture Application Tool UI to fit longer texture names
DTextEntry removes its autocomplete menu when the text entry itself is removed.
Make the message "CTextureAllocator::GetTextureRect has invalid texture handle! Expect crashes!" not as spammy
Better handle invalid textures handles when shadow rendering
Add a potential infinite loop prevention due to shadow rendering
Hammer: Fixed multiple crashes due to .fgd BaseClasses being redefined with fewer variables than they had before