3,556 Commits over 3,256 Days - 0.05cph!
Actuall use the new Nihilanth flag
Fixed the weapon constraint not breaking when it should if the weapon has SF_WEAPON_START_CONSTRAINED spawnflag set
Static props get their proper color if the map supplies the information
SendLua/BroadcastLua/lua_run_cl will print its code to console on Lua error to help track down the source if the developer convar is set to not 0
Fixed Citizens and Alyx not being able to pickup any weapons
Fixed BecomeRagdoll not being called on any entity
Block only gamemenucommand quitnoconfirm
Unblock gamemenucommand as it breaks custom server pause menus until we find a better solution for those.
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Don't crash the game if we don't have a matrix to render a model with
Lua functions that load keyvalue input now have the full function name in error
Block running "gamemenucommand" from non menu state
Fixed HL1 Barnacle, Leech and Cockroach not showing up in kill feed when killed
Fixed Manhacks and Scanners killed by physics objects (props, ar2 altfire) not being credited to the player
Breakable prop gibs also inherit the prop material overridee in singleplayer
Fixed console errors related to saving of weapon_gauss
Added translation for weapon_oldmanharpoon
Updated icon for d2_lostcoast.bsp
Added icons for NPC only weapons
Added icons for some missing HL1 NPCs
Updated many spawnmenu NPC icons to be brighter
No more first person HL1 shells for third person players
Fixed HL1 gargantua making sounds when removed (including when changing relationship)
Fixed HL1 snark and turrets as well as HL2 ceiling turret not respecting relationship changes while attacking
Fixed HL1 Nihilanth's energy ball attacks not being credited to the NPC
Fixed HL1 Bullsquid's projectile kills not being credited to the NPC
Added
262144 spawnflag to Nihilant to automatically enable his attacks
Added util.GetModelMeshes( strModel, lod = 0, bodygroupMask = 0 ) (Community Contribution)
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Entity.RemoveAllDecals works on brush entities too now (Community Contribution)
Added GM:OnPhysgunPickup hook, called after PhysgunPickup after a successful pickup has happened, to mimic GravGunPickupAllowed and GravGunOnPickedUp
Added missing Lost Coast scenes so its actually playable now
Giving Matrix() another matrix will now copy its values, instead of erroring
Disable SHIFT+F2 opening demoui in multiplayer
Restored Combine Soldier pain sounds
Entity.Remove() will no longer try to make crazy physics objects non solid and crash trying
Better physenv.AddSurfaceData, util.KeyValuesToTable and util.KeyValuesToTablePreserveOrder errors in console on failure
Move where DTextEntry.AllowInput is called from so it also catches pasted text
Fixed HL1 NPC muzzleflashes
merge from main again for the addons menu fix
Performing an undo with certain ID properly tells the client to remove that undo from the UI
The undo system will no longer add empty undos onto its list
Fixed Lua errors in main menu addons caused by the steamworks.FileInfo changes
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RunString will display a better stack trace on error
Restored SetNWVarProxy working (both client and server)
Moved previous SetNWVarProxy stuff to SetNW2VarProxy, etc
Updated Gluon Gun world model to better align it with aim angle and add a muzzleflash attachment to fix the effects
Gluon Gun's sprite effect works in not multiplayer too
Move hr_massive overrides to correct folder
HL1 first person muzzleflashes work
Fixes for missing legacy muzzleflashes
Newlines for some sent_manager warnings/errors
Fixed NPCs not being able to shoot weapons with recently changed world models
Fixed HL1 RPG laser positioning in 3rd person view
Updated the following world models: 357 and Pistol from HL2; 357, AR, glock and shotgun from HL1 - Improves muzzleflash reliability
Removed redundant AddCSLuaFile() call in duplicator.lua
Fixed yet another issue with cvars.lua
Fixed a few main menu problems - server settings "not saving" and a JS error
Added SF_LUA_RUN_ON_SPAWN global for addons
Restore MAX_DOWNLOADABLE_FILES to 8192, even if for nothing else but to figure out why this was reduced to 4096 by GMod (Hopefully doesn't break net compability)
Forgot to include the .fgd
Community Contributions:
* Vector/AngleRand() now have optional min/max arguments
* nano optiosation for math.Clamp
* Added spawnflag 1 to lua_run - Run code on Spawn (added to .fgd, defaults to not set)