3,556 Commits over 3,256 Days - 0.05cph!
Fixed stack traces missing in protected calls
Remove the "PID" text from window title with -multirun so the PID number fits in the task bar
Added slots7-0 to Options menu
Fixed compile errors & a warning
Added support for \ and \n to .properties
Added ProcessID to game's title if -multirun is set (windows only)
Added `OnRequestFullUpdate` game event ( has all the same data as `player_connect_client` event, save for `bot` field. )
Fixed func_tracktrain's outputs in Hammer
"Fixed" mouse wheel events not being picked up by PlayerButtonDown/Up
Fixed prop_* entities resetting their render mode when they have fading enabled (now resets to transcolor only if set to normal render mode)
env_sprite_clientside now can be animated
More anti lag safe guards for ArmDupe net message
net.WriteData doesn't complain about size = 0, just sends nothing
net.ReadData errorNoHalts about invalid length (<0, or above 64k)
Fixed crashing issue when trying to pick up an entity without a physics object, or when the physics object of currently carried object somehow becomes invalid (+use pickup)
Applied bone setup crash fixes to Hammer too
Changed "Model Warning: [%s] might be invalid! " warning to a more descriptive "Warning! '%s' animation requested bone %i, but model only has %i!"
Fixed a crash when clearing the console while it is being excessively spammed
Fixed timers erroring causing a Lua stack leak
Probably fixed Keyvalues loading integer values incorrectly on 64bit linux/osx
trigger_push additions: (fgd included)
Spawnflag 4096 now acts like it does in CSGO - properly takes into account mass and multiple physics objects
Added "SetPushDirection" input
Added "Only falling players" keyvalues
get rid of added code, it was a compiler bug after all as suspected
Touch VPCs for server/client, maybe the crashes will make more sense
Added input.GetAnalogValue( AnalogAxis )
Added ANALOG_* enums
Fixed Lua stack leak with non string errors in ProtectedCall()
ProtectedCall() now fills g_LastError on error like expected
Community: Fixed an issue with Vehicle duplication when there is no associated player
PlayerSpawn* hooks should no longer receive NULL players
gm_spawnvehicle no longer errors when used in srcds console
Fixed non string Lua errors not updating g_LastError and still throwing the error (now updates the text/stack)
Added an errorNoHalt when giving net.WriteData not enough data
Automatically remove extra newlines for ErrorNoHalt with stack calls
Fixed Hammer's Transform dialog (CTRL+M) improperly reading X/Y/Z coordinates ( Microsofts MFC bug workaround )
DComboBox properly updates its text color (for example when using SetEnabled() on it)
Roll back changes to IsFirstTimePredicted (causes issues with many addons)
Added "Where Is" button to mat_texture_list to help debug addons overwriting materials/textures
Update bass.dll (mp3free) to 2.4.15
Update bass.dll (mp3free) to 2.4.15
Added mat_dumpmaterials for debugging purposes
Reduced wait time in the confirmation dialogs from 2s to 1s
Connect confirmation dialog now pings the server and displays info about it
Added serverlist.PingServer
Fixed potential issues with serverlist.PlayerList (not canceling the request when destroyed too soon, trying to call nil objects)
Undo unintended changes to the example nextbot npc
Fixed inconsistent NEXTBOT:OnEntity(Lost)Sight behavior
Do not try to precache HL1 models/materials on map load, for cases when HL1 is not even mounted
Do not force precache HL2:Lost Coast harpoon either
Fixed HL1 scientists screaming non-stop after getting damaged
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ErrorNoHalt when file.Open is given incorrect read/write mode (used to silently fail)
serverside gibs inherit rendermode/fx
Fix mounting support for G String game
Added ITexture.GetNumAnimationFrames()
Added ENTITY:GetPreferredCarryAngles( ply ) ("anim" type SENTS only)
Added Player argument to GM:GetPreferredCarryAngles
Fixed weird freeze in the server browser due to SteamAPI
Load size for floating .gma addons
Added "Size" display to every addon in the Addons menu