3,556 Commits over 3,256 Days - 0.05cph!
Added DTree_Node.GetChildNodes and GetChildNodeCount
Spawnmenu handles deletion of all spawnlists better, by first showing hidden ones that require mountable games, and then regenerating default spawnlists if there are no spawnlists whatsoever
DTooltip now inherits the derma skin from the panel it is opened for
Better solution for DMenu skin inheritance
"Enable Gravity" checked status now properly saves via duplicator
TTT: Added Simplified Chinese language (Community)
Added language string for Undone_Statue
"Make Statue" property now properly saves and restores via duplicator (affects only new dupes)
DMenu submenus inherit parent's derma Skin
DMenuOption text offset is now the same whether it has an icon or not
More consistent type/NULL checking: CNavArea and CLuaEmitter
CLuaParticle.SetThinkFunction/CollideFunction now ErrorNoHalts on bad input
Fixed a dozen crashes with Half-Life 2 weapons when the server has hit the edict limit
Potentially fix a crash with RichText
remove the duplicate DImageButton.SetMaterial function
Citadel version of HL2 armor recharger now restores the correct amount of armor
Fixed Super Gravity Gun's super state being reset on client on level transition
Fixed Super Gravity Gun not resetting to normal one on ep1_citadel_03
Players don't collide with super grav gun killed ragdolls
Fixed gravity gun (and potentially other weapons) not working properly while sitting in a vehicle
Fixed gravity gun spamming its "DryFire" sound in a rare case when the prop is picked up but is too far to be thrown
Super gravgun kills makes dissolved weapons fly a bit farther and be more CINEMATIC
item_healthvial dropped by NPCs on death also gets dissolved like the weapon does if they died from dissolve damage
Restored SF_COMBINE_NO_AR2DROP ep2 spawnflag for npc_combine_s
Fixed "Keep Ragdolls" setting causing dead rollermines and floor turrets to create uninteractable "ragdolls" on death
Removed .0f from default value of r_overlayfade convars (it bothers me)
Reworked models/mechanics/solid_steel/type_a_2_16.mdl so it isn't broken anymore
Fixed secondary ammo HUD not showing while in a vehicle with SetAllowWeaponsInVehicle( true )
Fixed a regression with changes to DScrollPanel
Added DButton.SetMaterial() and DImageButton.SetMaterial() (Community Contribution)
Weapon.SetClip1/SetClip2 marks the weapon to not give out reserve ammo/reset clips on weapon pickup
Combine Ball projectile no longer makes sounds when hitting ragdolls, to prevent insane sound spam when it gets stuck in multiple ragdolls
Fixed BSP brush models after 999 not working on maps
Rendering out of bounds texture frames no longer crashes the game
Added Player.OwnerSteamID64(), serverside only, returns the SteamID of family sharing owner of the game license (or just the player's SteamID if not using FS), will be 0 before player is fully authed
Get rid of the "Couldn't find surface in GetColorForSurface()" message
super_phys_gun global state affects gamerules
Fixed Hammer crashing with model heavy maps
Added MaxHealth to NPCs that did not have it set
Fixed certain NPCs like Combine Camera/Turrets, Nihilanth, etc ignoring ai_disabled
Fix potential crashes when hitting entity limit and trying to create flex/bone manipulators.
Promoted "HTTP failed - ISteamHTTP isn't available!" to an ErrorNoHalt with stack to help identify what is causing the error message
Removed the addonID from "Addon X is creating errors", as it is a leftover debug thing
+use picking up props no longer bails and spits out a console error with sv_turbophysics set to 1
Gravity Gun can now successfully complete the upgrade process and is no longer a progression stopper on d3_citadel_03
Upgraded Gravity Gun can pick up stuff from further away, has SUPER sounds and can punt NPCs into ragdolls
Dedicated servers properly go into hibernation once all players have disconnected
Potentially fixed playing viewmodel animations from the server only not updating them on client properly in multiplayer
Fixed gestures playing at 2x the speed on Nextbot NPCs
Fixed JSON function precision for real
Fixed players getting flinged unexpectedly, most noticeably with SetNoCollideWithTeammates enabled and standing in teammates
Fixed players on moving brush entities getting insta killed if inside each other with SetNoCollideWithTeammates( true )
Remove "Torque Limit" from ballsocket tool as it does nothing
Tracking Sandbox Camera now properly tracks players instead of tracking somewhere above them
Fixed walking on player heads not working correctly if SetNoCollideWithTeammates() is set to true and the 2 players are in different teams in teamID range 1-4
Avoid console errors when using PrintMessage with weird input
Fixed jumping animations playing on players when landing in multiplayer (Fixed extra GM:DoAnimationEvent calls with PLAYERANIMEVENT_JUMP)
Try to avoid unexplained crash to do with overflowing font cache and display a warning instead (Another "CUtlRBTree overflow" crash)
Get rid of EffectData networking changes as they somehow cause crashes
Player.SetNoCollideWithTeammates( true ) no longer causes players with Team ID 1-4 to not receive melee damage from NPCs