3,556 Commits over 3,256 Days - 0.05cph!
Fixed ropes on ragdolls being attached to the wrong place clientside
Better use of blank space in main menu on smaller resolutions
TTT: Fixed 2 more exploits
TTT: Fixed 2 more exploits
Update TTT to its latest version - Fixes 2 DoS exploits
Update TTT to its latest version - Fixes 2 DoS exploits
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Disallow banning or kicking local server host ( singleplayer and listen server )
Update hlmv from upstream ( Some things disabled cause too many merging required )
Rollback gmpublish changes
Fixed 4 small Lua issues - Typo in ai_schedule.lua, leftovers in ragdoll_motion.lua & balloon.lua, bug in dcategorycollapse.lua
Fixed PathFollower.Compute leaking Lua references
* Added CLuaParticle.__tostring
* Added CLuaEmitter.__tostring
* Added CLuaEmitter.IsValid
* Improved no collide vs players of certain tools
* Get rid of the dummy clientside physics objects on ragdolls completely
* Reduce clientside physobj amount of ragdolls to the amount on the server
* \n for IMesh.BuildFromTriangles error message
* Made sure that all PhysicsInit functions always return a boolean instead of returning nil on failure and true on success.
* Added return value to Entity.PhysicsInit and Entity.PhysicsInitSphere
* Better "success" detection for rest of PhysicsInit* functions
* Added Entity.PhysicsInitStatic( solid ), returns bool
Updated gmpublish.exe to ISteamUGC
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Add support for PATCH and OPTIONS HTTP methods
* Wait for SteamUser() for 10 seconds before displaying "No SteamUser" error.
* Added SteamUGC() test with steps to fix on failure to load
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Update support link for DirectX error message
More messing around trying to figure out the NoSteamAPI errors
util.Trace* functions will no longer crash the game when used before the world is initialized (and will silently fail when used too soon)
* Allow loading of BSPVERSION 21
* Entity.DispatchTraceAttack will now error and halt execution like expected when incorrect parameters are given
* Entity.HasBoneManipulations, Entity.HasFlexManipulatior and Entity.GetBrushPlaneCount will no longer return no value in case of failure
* Entity.GetFlexScale's will return 1 instead of 0 in a specific case where the function fails to get the actual flex scale (to match other fail case returns of this function)
* Entity.GetBrushPlaneCount and Entity.GetBrushPlane will now work on brush entities
* Translate Edit Properties and rest of Properties
* Explosion effect will no longer make sounds
Slight Improvments to bone editors in Sandbox
Added "Effects" and "Entities" to addons menu, prettified the "Uninstall All/Selected" stuff a bit for easier translations
Minor tweaks to srcds workshop console output
Added "entity" as a valid tag for gmpublish and gmad
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Bone manipulations on Clientside Models will work first try now
impulse 200 no longer crashes without an active weapon
Entity.SetSaveValue will no longer return no value on failure
* GM:CreateClientsideRagdoll will now also be called for player clientside ragdolls.
GitSync - Fixed Drive system inheritance, Fixed table.IsSequential being table.IsNumericKeys, Removed unused variables from the Stack class, removed CAP_INNATE_RANGE_ATTACK1 from weapon_base, Removed RENDER_GROUP_OPAQUE_ENTITY from code as it doesnt exist
Clear failed sound cache on level change
ISteamUGC addon mounting and downloading
GitSync - Small error fix for properties & html js error fix