6,139 Commits over 3,806 Days - 0.07cph!
TTT: add a player mic volume slider to the scoreboard (Community Contribution)
TTT: fix table.Shuffle (Community Contribution)
TTT: fix propspec_allow_named setting not taking effect (Community Contribution)
Default values for door ents
Updated func_rot_button to have outputs/default values
FGD autogen: Add default values for float/int types
FGD autogen keyvalue group support: Property.Group
disableshadows keyvalue support for all modelentities
add optional renderamt to Hammer.RenderFields
(Shouldn't this be part of rendercolor by this point?)
Merge branch 'master' of sbox
Prop.CollisionGroupOverride works
Fix func_door's MoveDirIsLocal keyvalue
DrawAngles for func_doors and func_buttons
Hammer.RenderFields for all the c# ents
Added Hammer.DrawAngles and Hammer.RenderFields
FGD autogen:: Do not add empty metadata keys
Change snd_event_point to use Sound.FromWorld again
Update base.fgd
Merge branch 'master' of sbox-game
FGD autogen default values
Fixed up trigger_once and multiple
trigger_once no longer has irrelevant "delay before reset" keyvalue
trigger_multiple's outputs work more closely to how they do in S1
Added OnStart/EndTouchAll outputs to triggers
Fixed OnStartEndTouch having "Output" at the end in the FGD
Merge branch 'master' of sbox-game
Give env_light_probe_volume and point_worldtext a category
Added C# debris to gitignore
Many improvements to base auto generated FGD
Fixed missing outputs, bad key value names, inputs missing descriptions, etc
Merge branch 'master' of sbox-game
FGD Autogen generates better titles when one isnt given
Experimental "network to clients" option for Entity.ManipulateBoneAngles/Position (3rd argument, defaults to true)
Added PropertyAttribute.FGDType and obsoleted PropertyAttribute.Help
Added missing control point fields for info_particle_system
A few small improvements to autogenerated FGD
prop_door_rotating proper model selector
info_particle_system proper particle selector and category
func_button/snd_event_point proper sound selector
Make Hammer.SolidClass not inheritable, fixes prop_door_rotating being SolidClass
Make the UI test list scrollable
Added xalign and yalign arguments to draw.WordBox (Community Contribution)
Fixed errors from GetInt() when text entry contents aren't numeric (Community Contribution)
Fixed eyepos transitioning from vector(0,0,0) serverside when entering a CPropVehiclePrisonerPod
Entity.PhysicsFromMesh can now also accept just a list of vectors
Fixed func_movelinear regression with the SetSpeed input when called with speed of 0
Fixed vbsp crashing when loading materials due to recent changes
Fixed net library not resetting its internal variables on level change
Added more debug info to "Invalid HitboxSet on something" warning
Added spawnflags and parent fields to FGD autogen
No console spam when unmounted materials have bad refcount which prevents them from being cleaned up
backwards compatible version of the Set/GetColor changes
▊▊▊▌▍▅ ▋▋▋▌_▍▌'▄ ▌▅▌▆▋ ▇▋█▅█▌▍
duplicator library now properly copies Lua-set color and material override, not just the Sandbox tool ones - Fixes some entities having improper color/material in dupe preview, such as the Fog/Sky/Sun editors
Let's try an Entity.Set/GetColor change - Make C++ return/take 4 numbers, and make a Lua override that takes/returns color objects instead - should be ~2x faster and GetColor now returns the proper color object
Added crash/infinite loop safeguards to Entity.SetMoveParent: Unlink self from previous parent, do not allow to parent to yourself, check for cyclic parents
Apply stack overflow protection to util.TableToJSON
Fixed FGD double entity warnings
Added IsConCommandBlocked
Player.ConCommand's queue clientside should now show addon name when running blocked concommands
PhysicsBody.Sleep => Wake(). Sleep(), IsSleeping()
Merge branch 'master' of sbox
Wake() => Sleep = false
Update sandbox.fgd
Added PhysicsBody.Sleep property (Removed Wake())
Some autodocs for PhysicsBody/Group
func_physbox spawnflags work
ReloadModels completely on disconnect
Only clear unused materials, don't uncache
Reset entity FXBlend cache when the current view changes during a frame