6,144 Commits over 3,806 Days - 0.07cph!
Do count soft-deleted posts in thread post count
Post Numer for debug purposes
Refresh thread post count on new post
util.(De)Compress and util.Base64Encode error on no input
util.(De)Compress now return empty string if first argument is an empty string or no value
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Entity.GetAttachments, Entity.GetBodyGroups and Entity.GetMaterials will now return an empty table where they used to return nil
Vector.WithinAABox now orders vectors on its own
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Don't allow DoModal without cursor visible for all panels, not just "Frame"
Added voice_overdrive, volume and _restart on client to the blocked command list
Fixed a crash on srcds when combine soldiers with smg1 die and there isn't a player in first slot
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Fixed func_breakable_surf crashing when damaged by DMG_BLAST with no inflictor
Updated collisionutils, fixes trigger_changelevels not working
Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
Fixed sentences*.txt including mismatch between clients and server
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IGModAudioChannel:IsValid now properly reflects the validity of the sound channel (instead of testing existence of the Lua objecct)
IGModAudioChannel.__gc now also sets the userdata to NULL to avoid crashing, just like Stop() does
Most IGModAudioChannel now also check for channel validity
Fixed a rare crash with npc_combie_s trying to shoot a gun they don't have
Added a potential fix for AI pathfinding crash
Bump maxiumum key length of key values in bsp to 64 (from 32)
Reenable monster_bigmomma hp recovery system
Updated surfaceproperites.txt
Updated surfaceproperites.txt to remove some entries to fit the 128
entry limit.
Removed snow_normal (instead adjusted snow to be less slippery)
Removed some HL2 Ep2 properties that were used on models with no physics
Removed portal/tf2 properties
Update surfaceproperites.txt to remove some entries to fit the 128 entry limit
Added a fixed version of materials/models/v_gauss/glovechrome.vmt
Fix compile error
TTT GetClassHints change
Renamed local function
Genetic => Generic
NavMesh places support in Lua
Added CNavArea.GetPlace() = string
Added CNavArea.SetPlace( string ) = bool
Nav file errors now properly display the actual error by name, not error ID
Fixed nav file error 4 (out of date) being displayed when the nav file is in fact up to date.
Changed capitalization for 2 keys in util.GetSurfaceData
util.GetSurfacePropName now returns "" for out of bounds inputs (Like it does now for non existent 0-127 input values)
Added util.GetSurfaceData() = table
Removed textures from the models/ folder in the .vpk
Added SetQuadraticAttenuation, SetLinearAttenuation, SetConstantAttenuation, and their getters
CLuaEmitter.Add will now also initallize startSize
You can now ignite ragdolls
Updated TTT to its latest version
Added quick filter to materials tool
And fixed some translations of sandbox entities
You can now ignite ragdolls
Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities.
Added input.GetKeyCode, works opposite of input.GetKeyName
Keys in mount.cfg are now marked as mounted ( for IsMounted() ), if they are in the list of mountable games
mountdepots.txt will now be automatically created if it doesn't exist so dedicated server owners can edit it
Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
Added Half Life Source CLASS_ enums
Subtle TreeSway for gm_construct skybox trees
Fixed crash issues with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately functions when they were used with NULL owners
"anim" type SENTS now are properly credited as inclictor and not attacker when thrown into a player with a gravity gun
Added quick search to Material tool
Added translations for sky/fog/sun editors and bouncy ball and fixed translation for gmod_light
Entity.SetSaveValue can now handle array fields, just like GetSaveTable()
Added PhysObj.GetPositionMatrix()
Added Entity.GetWorldTransformMatrix()
Entity.GetSaveTable now works properly with most array fields ( Will show up as 1-based table in Lua )
JSON functions now can handle \0 properly