6,139 Commits over 3,806 Days - 0.07cph!
Do not save ERROR spawnicons to disk when rendering manually, unless of course we are rendering models/error.mdl itself
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Fixed a memory "leak" when building cubemaps
Prevent crashing when the BoneToWorld matrix is null
Added position to buildcubemaps console messages
Added additional info to "MaterialSystem: Out of memory in render data!" warning
Better error string for k_EResultBanned to not scare players. Used to say "VAC Banned", which is inaccurate.
Fixed "vertexlitgeneric" not doing anything as a parameter of Material(), now sets the expected shader, prevents $vertexalpha 1
Added basic support for bone followers on "anim" type SENTs - Entity.CreateBoneFollowers, Entity.UpdateBoneFollowers, Entity.DestroyBoneFollowers (All serverside only)
"anim" type sents will render their physics object with vcollide_wireframe if there exists one clientside (yellow for clientside physobj, green for model index vcollide)
renderfx is copied to clientside ragdolls like it is for serverside ragdolls
Fixed console spam from the Paint tool
IsFirstTimePredicted now returns true out of prediction
forgot to add the new images
Show the map & the server you are joining on the loading screen
Sprays now kinda work in singleplayer
Cleaned up duplicate collisiongroup rules
Lua created materials ( CreateMaterial ) are now cleaned up on map shutdown
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Prevent potential crashes in CShaderAPIDx8::CopyRenderTargetToTextureEx
DMenu.Open now checks for existence of Panel.IsModal to prevent errors on servers running beta branches while clients do not
Fixed a minor copy paste error with the addons menu
ENT.Initialize for clientside only entities now acts similarly to networked entities
Fixed addons not being able to update after they have been already loaded by the game (during loading to a server)
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Cherrypick voice delay fix
steamworks.GetList will always return a table, even on failure. (Fixes infinite loading when loading published items but there are none)
-noworkshop message in mainmenu only appears on Subscribed categories
Added Followed and Favorites categories to dupes/saves/demos pages
Fixed voice chat delay on low tick servers
Player.ConCommand blocked message is now an ErrorNoHalt
"connect" console command is now completely blocked on server realm
Trying to run "connect" console command from Lua on client will now prompt the player if they wish to connect to the given server
Added support for "boolean" type in .fgd
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Moved "Edit Instance" button to not cover the input/output icons in Hammer (All 3 also behave better when resizing the window)
Added the func_instance_io_proxy entity (No hammer support yet, just the entity for existing maps)
Make sure contenticon.lua is identical on main compared to github
Fixed not being able to unfocus text entries
Added PLAYER.MaxArmor to player class system
More sane maximum value for thrusters
Avoids crashing issues
Added mp_falldamage to Sandbox start new game
Fixed skins not updating when their parent changes skin
Fixed gui.OpenURL's popup not working well with modal panels
Fixed whereis for floating .gma files
Improvements to DMenu while parented to modal panel
DProperties better handles missing control types
Fixed 2 bugs with ENT:TriggerOutput
1. It was ignoring the Source's internal IO queue
2. There was a bug where auto deleting any outputs due to limited amount of fires would cause certain outputs to no longer work
Remove the old Portuguese translation file (it was renamed)
Added the missing TTT translation file (Português (Brasil))
Updated TTT: Changed a bunch of default values for convars (Community)
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Fixed yet another issue with Entity.Fire
Fixed a bug with ENT:TriggerOutput when deleting single fire outputs
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Implemented material conditional tests for GPU level from L4D+ games, assuming GPU level 3, reduces console spam and should fix certain materials looking wrong
Added !player_blue and !player_orange procedural entity names (equal to !player)
Made the 2 Portal 2 DLCs also mount with Portal 2
You can no longer shoot when clicking on empty space around a modal panel
Fixed calling gui.OpenURL from a modal panel preventing player from interacting with the gui.OpenURL confirmation dialog
Added Panel.IsModal
Added Panel.IsPopup
DMenu now better handles opening for modal panels (when it is parented to such panel manually)
Vector.Mul can multiply vector by vector now
Added "previewurl" to steamworks.FileInfo, meant as a replacement to previewid
Disallow DoModal on non Popup panels to prevent bricking the game
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Portal 2 graphical glitch workaround fixes
sv_skyname now changes live, without needing a map restart
Idiot proof SetModelScale on players (if its <= 0, clamp to 0.001)