3,556 Commits over 3,256 Days - 0.05cph!
* Fix linux compile error + merge a bunch of schweet minor clientside stuff
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* Bump Steam.inf version so I don't forget to do it later
* IP ban some naughty server
* Fixed yet another DDoS exploit
* Added ISteamUGC to IGet
* Moved some steamworks.* Lua functions to ISteamUGC
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Fixed a client crash issue with some crap ragdoll models ( unreasonable position )
Uncheat Gravity Gun convars
Unlink libsteam.so on linux, DUMBO
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* Fixed yet another security exploit ( Thanks Python1320 )
* Fixed scripted entity names being restricted to 32 characters. ( Now restricted to 64 )
Update english localization for tools with typo fixes
* Finish removing Steam.dll dependency ( oops )
* Added possible ragdoll related physics crash prevention/fix
* Added support for Steam game server accounts
* Added font name to the "There was an error creating the font!"
* Updated localization files
Fixed that _snprintf safe bullshit
* Got rid of unneccesary Steam.dll dependency
* Added some version of gm_construct original .vmf source
* Added -noworkshop command line parameter
* Updated newlines for some files in vpc_scripts/ as per Valve
Updated Steamworks API to latest version
* Added 6 missing silkicons
* Added mapcycle.txt
* Merged some minor engine changes
* Fixed Vehicle.SetPos
* Fixed unhandled usermessage 21
* Updated propdata.txt to contain Episodic stuff
* Moved some files from garrysmod.vpk to fallbacks.vpk ( HLS gibs, Alyx Gun epsodic sounds )
* Removed soundscapes from fallbacks, they are all shipped in garrysmod.vpk now
* Added Vehicle.IsValid - returns whether the actual VEHICLE is valid or not
* Added Vehicle.SetPos( vector ) - Actually working SetPos for vehicles
* Updated internal Get_Vehicle to not let through invalid vehicles
Improved AI player detection in multiplayer
Merged some vpcs, let's see what difference this makes
* Fixed gravity gun not calling OnFailedPhysGunPickup on any entity
* Fixed not being able to grab a Magnusson Device from Jalopy's back
* Fixed Japoly's radar and added multiplayer support
* Added ismatrix
* Entity.RestartGesture() is not serverside only ( It never did anything on client )
* Entity.SetWeaponModel()'s Weapon argument is now optional
* Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true
* Added a bunch new functions for gesture/layered sequence stuff
Enabled a some EP2 Alyx stuff - Entering Jalopy, etc., Fixes d3_breen01 map getting stuck
* Fixed Combine Mine leaving looping sound behind if removed while the sound is playing
* Fixed a bug with Bugbait and Grenade weapons where you can have both stuck in unusable state
* Fixed SF_TRIG_TOUCH_DEBRIS not working in any tigger entity
* Fixed Weapon.GetActivity() not returning any values
* Added Weapon.GetWeaponViewModel() - returns string
* Added Weapon.GetWeaponWorldModel() - returns string
* Added Weapon.GetWeight() - returns int
* Added Weapon.HasAmmo() - returns bool
* Added Weapon.AllowsAutoSwitchTo() - returns bool
* Added Weapon.AllowsAutoSwitchFrom() - returns bool
* Added new soundscript stuff from TF2 update & new map icons
* Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect
* Added CNewParticleEffect.IsValid()
* Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset )
* Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up )
* Added CNewParticleEffect.SetSortOrigin( Vector origin )
* Added CNewParticleEffect.GetEffectName() - Returns string
* Added CNewParticleEffect.StartEmission( bInfiniteOnly = false )
* Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false )
* Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem
* Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 )
* Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
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* Fixed combine mines not detecting players in Single Player ( And player in the last player slot in multiplayer )
* Fixed util.TraceLine and Entity:FireBullets not hitting player hitboxes outside of their hull if there is a prop behind said hitbox
Fix swimming animations ( oops )
* Updated All NPC/AI weapons except for Crossbow
* Increased precision of Integers for util.KeyValuesToTable
* Fixed some soundscapes being removed when cleanin up the map
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Moved some GModDataPack Warnings to DevWarnings to prevent exploit
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