6,139 Commits over 3,806 Days - 0.07cph!
Added Entity.GetAnimCount
Clamped PhysObj.SetMass to safe values (0-50000]
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Also pass GD class metadata to map compiler
Fix mistake in BakeAmbientOcclusionAttribute
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Force OS Specific binary module load errors to English
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render library underflow warnings are now non halting Lua errors
Fixed cam.End crashing when used without cam.Start first (will throw Lua error)
Try to end cam.Start calls that are left unended each frame (will display warnings in console when this happens)
Added NPC:GetKnownEnemyCount - includes "danger position enemy"
Added NPC:GetKnownEnemies, NPC:IgnoreEnemyUntil, NPC:GetTimeEnemyLastReacquired, NPC:GetLastTimeTookDamageFromEnemy, NPC:MarkTookDamageFromEnemy
Fixed binary module OS specific errors for non latin alphabets on Windows
Save cookies on Lua state shutdown
Fixed PhysObj.SetInertia causing unexpected behavior when used on frozen phys objects or with invalid values
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Fixed up styles in Hammer Status bar and Input/Output window
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties
Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
Recompile sbox_glass
Remove usage of PropertyAttribute in Decal asset
Remove engine break commands code
Documentation and other minor code adjustments
Prop gibs now inherit material group
Delete engine break commands, and replace some useful ones with c# implementations
Merge branch 'master' of sbox
PathPlatformEntity properly resets its LocalVelocity
Also warp the platform to the first node on spawn, and prevent infinite velocities
Move IModelBreakCommand stuff to a separate file
ent_fire tells you when it failed to find any entities to fire an input on
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Map Problems tab also checks path and path node entities
Removed duplicate break command tool code
Fixed FuncPhysbox health being reset to 0
Fixed Entity IO output arguments sometimes getting an unexpected prefix
Model class can be (de)serialized to JSON, allowing its usage in Assets
Add nullptr safeguards to CMaterialVar::SetTextureValue
Fixed "Steam overlay replacement" window opening links externally
Fixed crashes in certain Vehicle functions when used on unsupported vehicles
Prevent crashes in DynamicShadowMgr due to light entity respawns
Water entity deletes its water scene object when it is removed
Fixes Map.Reset lowering FPS every time a map with water is cleaned up
+vgui_drawtree now requires sv_cheats just like vgui_drawtree 1/0 does
Fixed crash on srcds when potentially conflicting addons are detected
ServerLog global now obeys sv_logecho convar
Delete Windows steam binaries (used by dedicated servers) as they are now shipped automatically by Steam
menu_cleanupgmas Problem will now tell you which files it recommends deleting. Also removed "Finished! Run menu_cleanupgmas to clean up said files" console messages since they duplicate what's in Problems menu.
Cherry pick steam_api.dll fix, "Too many voice packets in a single frame!" fix, vehicle driver NPC crash fix
Move potentially conflicting addons detection to Problems menu - potentially conflicting means two addons have the same Lua file with different file sizes
You can now search maps by the name of the Workshop Addon they come from in Start New Game screen
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Fix crashing with npc_apcdriver when it doesn't have its vehicle
Added console warnings when npc_apcdriver/npc_vehicledriver is removing due to it not having its vehicle
Update steam_api.dll to the correct version (1.50)
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Unparent HUD entity from Game entity