6,144 Commits over 3,806 Days - 0.07cph!
JSON functions now can handle \0 properly
Fixed HTTP() cutting off post body at the \0
Added proper distance check and entity validity check for all properties
All properties now have proper target check
Distance check, general entity validity check
Refix treesway to use actually unused register in vertexlitgeneric
prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
NEWLINE for CEngineSoundServer::PrecacheSound warning
Fixed weird fog issues with recent shader changes
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Updated all shaders (recompiled) and added support for $treesway (cl_tree_sway_dir only for now, Alien Swarm version)
Fixed some shaders not compiling due to missing dll
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Updated shader build scripts to work without source sdk
Added CTakeDamageInfo.__tostring
CTakeDamageInfo.GetDamageType now properly returns an unsigned int
Added DMG_SNIPER and DMG_MISSILEDEFENSE
Blind attempt to find a crash in CCollisionEvent::ShouldCollide
Fixed FL_ANIMDUCKING not resetting when entering a vehicle
Fixed the custom use button trace to not hit the player
Restored Gib Model functionality of func_breakable from HL1
GitHub:
Added player.GetByAccountID( id )
Updated language files
Add filter to FindUseEntity trace
oopsie
Added 12mmRound ammo type from HL:S
Houndeye changes from upstream - auto squads on spawn, better solo houndeye behavior?
Fixed purple blood color on HL1 aliens
Resolved soundscript conflict with HL2 and HL1 turrets
Changed translations for turret classnames to better differentiate which is which
HL1 sound stuff
Turret classname translations changes to differentiate which one is
which
HL1 stuff for chapter names and whatnot
HL1 Sentry soundscripts
Fixed HL2 barney appearing on HL1 map c1a1
Fixed HL1 and HL2 episodes not displaying their chapter titles and other on screen text
GitHub:
skill.cfg minor changes to match HL2
more language entries for entities
Fixed a potential crash issue with Half Life Source monster_*_dead NPCs
Fixed model of monster_hevsuit_dead
npc_sniper no longer becomes pacifist after one player kill
Fix a crash issue with monster_flyer
Removed some 128px unused by default spawnicons, and adding new spawnicons for the new spawnlists. (1/2)
Updated TTT to its latest version ( Ironsights on reload changes )
Updated localization files
monster_tentacle better fix
Better monster_tentacle fix
Fixed monster_tentacle not dealing damage properly
Updated particles_manifest to include ALL default shipped particles
Moved "mod_studio: MOVETYPE_FOLLOW with no model." warning to developer level 1
Reverse changes to NPC.GetTarget and NPC.GetEnemy return values as it causes unforeseen problems with existing mods
Git:
* Better/Faster implementations of SortedPairs and similar functions
* weapon_medkit now heals up to max health properly, and lag compensates when used by players
Git:
* TTT: Spectator HUD changes
* DNumberScratch: decimal changes for the pop up window + shift to freeze zoom
* PrintTable wil no longer try to print the table its currently printing
DNumberScratch zoom freeze
Press SHIFT to freeze zoom at current level.
Return type consistency for Entity.GetRagdollOwner
Type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity
Player.IsFullyAuthenticated no longer returns the player object by doing something very wrong in singleplayer or for local server host
Type consistency for NPC.GetEnemy, NPC.GetTarget, NPC.GetBlockingEntity, NPC.GIve
Stop resetting player gravity when using ladders
Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType()
Fix GetAnimInfo bailing on valid entities
Only try to stop multiplayer spam with dupe saves
Only try to stop multiplayer spam with duplicator saves
Minor Duplicator changes
* Can no longer immediately resave an armed dupe
* More safeguards against bad user input
* Better server logging for dupes and saves