3,556 Commits over 3,256 Days - 0.05cph!
Added "previewurl" to steamworks.FileInfo, meant as a replacement to previewid
Disallow DoModal on non Popup panels to prevent bricking the game
Portal 2 graphical glitch workaround fixes
sv_skyname now changes live, without needing a map restart
Idiot proof SetModelScale on players (if its <= 0, clamp to 0.001)
SRCDS workshop: more descriptive error message when failing to validate GMA header
Fixed whereis not working properly with floating .gma files
Floating .gma addons now display their internal .gma name, not the filename
Prevent studiomdl.exe from writing to out of bounds memory (MAXSTUDIOANIMBLOCKS)
Increased MAXSTUDIOANIMBLOCKS to 512
Fixed SetActiveWeapon on the player while holding a prop with grav gun putting the prop into an invalid state
Fixed not having an active weapon causing ItemHolsterFrame to not be called on any weapon
Clientside gravity gun object detachment when a serverside weapon switch happens also destroys the clientside physics object the gravgun creates like a dropping/punting the object would
Fixed an infinite loop issue with steamworks.GetList which caused
Remove util.RelativePathToFull as it serves no purpose in non menu states
Reset viewmodel skin, bodygroups and poseparameters which its weapon changes
Defaulted r_jeepFOV to 0 (uses player's desired FOV), to match other vehicles.
Fixed jeepFOV not updating properly when re-entering the vehicle
Fixed FOV desync between server/client for jeeps
PlayerClass now has and handles MaxArmor just like MaxHealth
Added basic G String game mounting support
translate SDK_ shaders to their non SDK_ variants
Fixed vgui.Create being called on screen resolution change with empty string
Shutdown CPlayerPickupController (player_pickup entity) if its associated player somehow becomes NULL to avoid crashing
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Deleted lua/menu/progressbar.lua (unused file)
Do not autofocus a panel with SetTabPosition( 1 ), preventing ability to unfocus all textfields
Panel.KillFocus on EditablePanel now actually kills focus
Clicking away from a text field now actually removes keyboard focus from that text field
Do not ErrorNoHalt vgui.Create if input panel is ""
DProperties handles non existing panel types more properly
Fixed Entity.Fire's 3rd argument not being optional
Added GetTimeoutInfo() - returns bool IsTimingOut, float GetTimeSinceLastReceived
ENT:HandleAnimEvent can now return true to suppress the default action
Limit maximum force for Thruster tool to 1e10 (from 1e35) to reduce crashing potential
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)
cherrypick the tooltip fix
i was on the wrong branch again ffs
net.SendOmit with a NULL entity acts like net.Broadcast, instead of silently failing
Do not relay RPT concommands to server without RPT being enabled
Restore the old find concommand
slider constraint length < 0 fix
Do not recreate player's hull every tick
Fixed env_sprite_clientside affecting sprite trails
get rid of proper type checking for vgui.Create