6,144 Commits over 3,806 Days - 0.07cph!
* Fixed unmounting addons not working
* Fixed uninstalling addons not unmounting them
* Fixed disabled addons still opening the .gma files
* Fixed disabled addons still being mounted in offline mode
* Added Entity Class and Index to the "Ignoring unreasonable position" message
! Fixed server.cfg download exploit
! Fixed 2 exploits that allowed to circumvent RunConscoleCommand blocked commands
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* ▉▌▄▊▅ ▆█▋▌▍▆:▋▍▍▄▅▌▍▌()
Oops, forgot to add this file
* Fixed some TF2 maps crashing the game on load ( Not all of them though )
* Fixed util.Decal not working in multiplayer
* Added "filter" scripted entity type
* GitSync
* GitSync
* Added Entity.AddToMotionController
* Added Entity.RemoveFromMotionController
* Fixed SetPos and SetAngles crashinh with math.huge and tonumber("nan")
* GitSync
* Fixed SWEPs not being fried by some NPCs
* Fixed the "Setting Holdtype to empty string" problem
* Added 3 new backgrounds from the last 3 update posts
* GitSync
* Fixed Custom Bullet Tracers not applying in some cases
* Fixed collision box for all weapons not being rotated properly
* Fixed Weapons with SF_WEAPON_START_CONSTRAINED spawnflag not being constrained
* Fixed debugoverlay.BoxAngles 6th parameter (color)
* Updated language files
* GitSync
* util.TraceLine now hits player hitboxes outside of collision bounds
* NPCs now use the ai_weapon_* counterparts when given HL2 weapons with NPC:Give()
* Fixed a crash problem with NPC player companions
* Fixed func_tank custom ammo types ( Fixes Episode 2 Auto Turret )
* Fixed npc_strider not dealing damage with his fast minigun attack
* Fixed server workshop downloads persisting after disconnecting from a server while downloading server workshop addons and connecting to another
* GitSync
* Added Player.SetLaggedMovementValue
* Added Player.GetLaggedMovementValue
Fixed a crash problem with all PhysObj functions when called on invalid PhysObj
* Possibly fixed a physics crash
* Fixed glass PHX panels igniting when shot
* Fixed a PHX material (zc_tube.vmt) having bad symbols
* Fixed models/noesis/donut.mdl erroring to console when spawned
Properly fixed bullet hit detection
* GitSync
* Fix default crouched hull height
* Reverted changes to Entity.SequenceDuration
* GMPublish: Clean up quota before updating/creating an addon, don't delete files from quota as soon as finishing updating
* GitSync
* Fixed a crash issue with npc_turret_floor
* Removed CNavArea.GetAdjacentAreaAtSide
* Added Warning()s to net.Send & net.SendOmit
* Entity.SetBonePosition's first argument is now not optional
* Last 5 arguments of EmitSentence & EmitSound globals are now optional
* Prevented "CEngineSoundServer::PrecacheSound: Bad string" from crashing the game
* Added more .ogg checks to sound functions
* Added CSoundPatch.GetSoundLevel()
* Added CSoundPatch.GetVolume()
* Added CSoundPatch.GetPitch()
Disable new NWVars again for now
* npc_dog no longer leaves effects behind
* npc_dog no longer has "Play Catch" behaviour enabled by default
* Player.Say() how properly uses the teamonly parameter
* PlayerSay hook now properly detects the teamonly chat
* Fixed TTT bugs
* Fixed advanced timers
* npc_barnacle no longer picks up players in noclip
* weapon_crossbow no longer leaves player zoomed in if dropped or removed
* GitSync
Fixed a huge exploit with "cvarlist" console command
* Attempted fix for unsigned integers in net messages #2
* Hardcore-er hardcoded ban for those naughty servers
* Increased env_projectedtexture max range in multiplayer to 54k
* Fixed new navmesh functions using 0-based indexing for tables ( Now uses 1-based )
* Added error messages to net.Send and net.SendOmit
* GitSync
* net.WriteBit now also accepts numbers
* Added debug output to net.ReadUInt
* Hardcoded ban for a certain naughty server
* Fixed an exploit with OpenFolder
* Fixed GMPublish not updating addon tags
* Fixed game_ui entity not releasing player input on player death.
Apparently these are used for menu state.
* Renamed c_hands to c_arms
* Added CLuaLocomotion.IsAscendingOrDescendingLadder()
* Added CLuaLocomotion.IsUsingLadder()
* Added CNavArea.GetLaddersAtSide( NavLadderDir )
* Added CNavArea.GetLadders()
* Added CNavLadder.IsConnectedAtSide( CNavArea, NavLadderDir )
* Removed CNavLadder.IsUsableByTeam()
* Removed CNavLadder.GetLadderEntity()
* GitSync
* Added models/weapons/c_hands.mdl
* Updated weapon_fists.lua
* Added NAV_MESH_ enums
* Renamed CNavArea.GetAdjacentArea( NavDir ) to CNavArea.GetAdjacentAreaAtSide( NavDir )
* Added CNavArea.GetAdjacentArea()
* Renamed CNavArea.GetRandomAdjacentAreaAtSide( NavDir ) to CNavArea.GetRandomAdjacentAreaAtSide( NavDir )
* Renamed CNavArea.GetAdjacentArea( NavDir, num ) to CNavArea.GetAdjacentAreaAtSide( NavDir, num )
* Renamed CNavArea.IsConnected( Area, NavDir ) to CNavArea.IsConnectedAtSide( NavDir )
* Added CNavArea.IsConnected( Area )
* Renamed CNavArea.GetAdjacentAreas( NavDir ) to CNavArea.GetAdjacentAreasAtSide( NavDir )
* Renamed CNavArea.GetAllAdjacentAreas() to CNavArea.GetAdjacentAreas()
* Renamed CNavArea.GetIncomingConnections( NavDir ) to CNavArea.GetIncomingConnectionsAtSide( NavDir )
* Renamed CNavArea.GetAllIncomingConnections() to CNavArea.GetIncomingConnections()
Rename new CRecipientFilter functions to AddPAS and GetCount
* Updated BASS.DLL to 2.4.11
* stopsound now also stops all BASS.DLL sounds
* Added Panel:GetZPos()
* Added CRecipientFilter:AddRecipientsByPAS( vec )
* Added CRecipientFilter:GetRecipientCount()
* Added second optional argument to CreateSound() - channel
* Added custom icon for srcds.exe
* Added CNavArea.GetIncomingConnections( NavDir )
* Added CNavArea.GetAllIncomingConnections()
* GMPublish: Removed the need for steam_appid.txt
* Fixed Hammer making Steam show you as playing Garry's Mod
* Added navmesh for gm_flatgrass
* Fixed Lua fonts being deleted on resolution change
* Fixed bad NextBot collisions with players by default
* Fixed NextBots not being able to walk through PLAYERCLIP brushes by default
* Added NextBot.GetSolidMask()
* Added NextBot.SetSolidMask( int )
* Prevented servers from being able to force screen resolution on players
* Fixed Lua errors when printing invalid Panels and Physics objects
* Added navmesh.GetAllNavAreas()
* Added navmesh.GetNavLadderByID()
* Added CNavLadder class ( experimental )
* Added CNavLadder.IsUsableByTeam( int team, int ladderDirection )
* Added CNavLadder.GetPosAtHeight( float height )
* Added CNavLadder.GetNormal()
* Added CNavLadder.GetLadderEntity()
* Added CNavLadder.IsValid()
* Added CNavLadder.GetID()
* Added CNavArea.IsValid()
* Updated gm_construct nav file to be less shit
* Rolled back OSX Bootil ChangeMonitor
* Updated a ton of more spawnicons
* Rolled back "Out-of-range value (%f) in SendPropFloat" being restricted to developer 1 ( The actual issue that caused this is already fixed )
* GitSync
* GitSync
* Updated a ton spawnicons for tool model selection
Fix Bootil not building on OS X
* GitSync
* Updated Bootil to latest version once again
Rollback Changes.cpp for now
* GitSync
* Updated Bootil to latest version:
** Fixes autorefresh not working with symbolic links
** Fixes GMad on Linux and OSX.
* Added CLuaLocomotion.GetMaxYawRate() & CLuaLocomotion.SetMaxYawRate( float )
* Added Entity.CollisionRulesChanged()
* Added PhysObj.RecheckCollisionFilter()
* Added CLuaEmitter.Is3D() & CLuaEmitter.GetPos()
* Added navmesh.GetNearestNavArea( pos, anyZ = false, distance =
10000, checkLOS = false, checkGround = true, team = -2 )
* Added CNavArea.GetRandomPoint() & CNavArea.GetCenter()
* Added CNavArea.GetAttributes() & CNavArea.HasAttributes( int )
* Added CNavArea.GetAdjacentCount( NavDirType ) & CNavArea.GetAdjacentArea( NavDirType, int ) & CNavArea.GetRandomAdjacentArea( NavDirType )
* Added CNavArea.GetAdjacentAreas( NavDirType ) & CNavArea.GetAllAdjacentAreas()
* Added CNavArea.IsConnected( CNavArea ) & CNavArea.IsOverlappingArea( CNavArea )
* Added CNavArea.ComputeGroundHeightChange( CNavArea ) & CNavArea.ComputeDirection( Vector )
* Fixed Combine Helicopter, Floor Turret, Dropship & Gunship bleeding in multiplayer
* Increased env_projectedtexture max distance to
32768 in MP
* Fixed Stalkers leaving their beams after they are removed and not bleeding
* Increased MaxDistance of env_projectedtexture from 1500 to
10240 in Multi Player
* Added 'ent' argument to Nextbot:OnLeaveGround & Nextbot:OnLandOnGround
* Added 'victim' and 'damageinfo' arguments to Nextbot:OnOtherKilled
* Added Nextbot:OnContact( ent )
* Added Nextbot:OnIgnite()
* Added Nextbot:OnNavAreaChanged( old, new )
* Added some sort of error to HTTP Download errors