6,144 Commits over 3,806 Days - 0.07cph!
Added a bunch of new entity translations
Added a bunch of new entity translations that might show up in the kill
feed
Added a bunch of new entity translations that might show up in the kill feed
Restore functionality of env_wind for now
file.Exists and file.IsDir will return false instead of nil when used on invalid files or files Lua has no access to.
Added file.Rename( oldFileName, newFileName ), same restrictions as file.Write/file.Open apply.
Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
Updated .fgd files (for Hammer) to include GMod specific Sandbox key values.
Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion.
Vector/Angle.Mul and Div methods now have correct type checking and errors
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
DListViewColumn minor change
forgot to put this into git
Fixed a stack overflow in DListView
Fixed a stack overflow in DListView
When the column(s) have total max width less than the whole panel's
width
Entity.DeleteOnRemove() can no longer remove players or the world
Added TYPE_PHYSCOLLIDE enum (OOPS)
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
Removed AI weapon scripts
These weapons are removed and normal vartiants are used instead.
DProperty_VectorColor/Tooltip changes
DProperty_VectorColor now works with standard colors as well ( vector
color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not
meant to be displayed
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed
Updated TTT to its latest version
Switched base_anim to CBaseAnimatingOverlay
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▆▋▆ ▄▋▆ ▄- ▌▆▆▋ ▊▉▍'▆ ▉▉▉▍ ▌▅▋▌▆▄▆
Cleaned up menu/ .lua files
Updated BASS.DLL to 2.4.13.8-mp3free
Fixed util.GetModelInfo crashing with empty string.
GitSync:
* Fix DBinder when its convar is set to NaN
* Fix DBinder overriding SetSelected( bool )
* Changed max value for Frame Blend's Shutter slider so it doesn't just black screen
* Prevent potential stack overflows in scripted_ents.Get
DBinder fixes
* Fix DBinder when its convar is set to NaN
* Fix DBinder overriding SetSelected( bool )
* Changed max value for Frame Blend's Shutter slider so it doesn't just
black screen
* Frame Blend now uses its own render target
* Prevent potential stack overflows in scripted_ents.Get
Added type error to render.Capture
Updated most render library functions to not lock up when a Lua type error occurs during function execution
render.Capture and render.CapturePixels will now silently fail when the Steam Overlay is active
Updated BASS.DLL to 2.4.13.2-mp3free
Added NPC.GetCurrentSchedule
GitSync:
* Fixed Panel.InvalidateChildren being always recursive
* Fixed Panel.NewAnimation ease values 0-1 being weird
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
Move (Can)PlayerEnter(ed)Vehicle to correct realm
They are both serverside only.
GitSync:
* string.Comma imporvement
* Made NeedsDepthPass work for addons
* Added env_fire and npc_fisherman translations for killfeed
Revert info_player_commons
The role of this entity is already fulfilled by info_player_zombie and
info_player_human
Revert "Create info_player_commons.lua (#1446)"
This reverts commit 051449c46f01563f1e320df2e978a003f325005e.
Restore encoding so game is happy