3,556 Commits over 3,256 Days - 0.05cph!
Added input.TranslateAlias( str ) - translates "alias test lastinv" into "lastinv" when given "test". Returns nothing if no alias was found.
TTT: More language changes/fixes & added Italian translation (community)
Moved util.BeamRingPoint to effects library
Added effects.BubbleTrail(mins,maxs, count, height, speed=0, delay=0) and effects.Bubbles( same args )
Added sbox_search_maxresults
Spawnmenu search prop indexer now uses notification.AddProgress over the old blue progress bar
".mdl" part of models paths is no longer being searched
Having your spawnmenu closed during search will automatically update search results next time you open it
notification.AddProgress now has an optional 3rd argument - fraction - 0 to 1 value overriding the progress bar animation to show a desired value
Adjusted visuals for notification.AddProgress & made them truly infinite
search.GetResults now has a 3rd optional argument - maximum results to return
Use floats for LuaParticle start/end sizes
cherry pick fading decal stuff
Missed 3 other places fading decals get removed at
Separated IGModAudioChannel:GetTags into separate GetTags<whatever>() functions
Models that exceed MAXSTUDIOFLEXVERTS no longer crash the game
Spawnmenu's ContentHeader panels obey parent's read only state by not allowing its text to be edited
The Stanley Parable map icons
Completely disable fading decal removal, it just causes crashes
Added The Stanley Parable to mountable games list
Added spawnmenu icons for The Stanley Parable and Fistful of Frags
Added missing map icon for gt_desperados (FOF map)
Buttons and Emitters also support transparency
env_fade no longer crashes with its hidden activator only flag set and null activator
Added "activator only" flag for env_fade in base.fgd
Fixed GM:OnScreenSizeChanged crashing the game sometimes
Sandbox baloons can now be transparent
use RENDERMODE enums for color tool
changed RENDERMODE_TRANSALPHA to TRANSCOLOR like it should always have been
Added Fistful of Frags mounting support, including map icons
Added icons for the 2 new CS:GO maps
TTT: Updated language files (Community)
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Translated right click menus for Tools in spawnlists & multiselection right click menu (Community)
Tool search in spawnlists now works with localization
Spawnicons and spawnlist tools now obey read only parents (such as spawnlist Search)
Post Processing icons can now be deleted from spawnlists
Added GetPredictionPlayer() global
Scripted entities clientside (SWEPS) update their Lua data before calling Initialize, not after
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Fixed Player.GetEyeTraceNoCursor caching & switched Player.GetEyeTrace(NoCursor) to use FrameNumber() over CutTime() (Community)
TTT: Fixed GetEyeTrace override (Community)
TTT: Removed unnecessary GetWeapons and HasWeapon overrides (Community)
ENT:TestCollision now reacts to "true" return value - allows the entity to collide as it normally would
sv_use_steam_voice 0 isn't broken
Increase voice chat samplerate to 44100hz (Doesn't break compatibility if using Steam voice, which GMod does by default)
Add "Steam Voice Options" to Voice option menu
Added IGModAudioChannel.GetTags( i )
Entity.GetSequenceInfo now try to fill the activity field in case the model it is used on didn't use the ACT_ stuff yet
Fixed PANEL:TestHover not displayed Lua errors if any happened during its execution
Added expected download size for workshopDL. This is how much disk space will be used, not bandwidth.
pass gmod_language to loading screens
disable fading decal removal on displacements
Reduced spam from mount.cfg in console, moved certain fs_tellmeyoursecrets messages to fs_tellmeyoursecrets 2
try a different approach for bad decal list crash
game.CleanUpMap() destroys orangebox particles
Derma Skin PaintShadow & PaintFrame no longer uses global SKIN and uses self instead (Community)
Gamemodes with malformed gamemode.txt file no longer produce Lua errors (Community)
Main menu no longer errors if we failed to load API manifest or its fields changed
Blacklisted servers display why they were blacklisted in console
BASS.DLL sound streams are muted if game loses focus and snd_mute_losefocus is set to 1
Made internal Get_Color stuff more consistent across the Lua API
weapon_base doesn't error when given to NPCs
Cherrypick the fading decal stability fix
Updated r_studiodecal.cpp to CS:GO version, and fixed graphical artifacts with unnecessarily high poly models
Fixed a freeze with decals on unnecessarily high poly models
Added PANEL:TestHover( x, y ) hook
Stability improvements to fading decals on displacements