6,139 Commits over 3,806 Days - 0.07cph!
Fixed secondary ammo HUD not showing while in a vehicle with SetAllowWeaponsInVehicle( true )
Fixed a regression with changes to DScrollPanel
Added DButton.SetMaterial() and DImageButton.SetMaterial() (Community Contribution)
Weapon.SetClip1/SetClip2 marks the weapon to not give out reserve ammo/reset clips on weapon pickup
Combine Ball projectile no longer makes sounds when hitting ragdolls, to prevent insane sound spam when it gets stuck in multiple ragdolls
Fixed BSP brush models after 999 not working on maps
Rendering out of bounds texture frames no longer crashes the game
Added Player.OwnerSteamID64(), serverside only, returns the SteamID of family sharing owner of the game license (or just the player's SteamID if not using FS), will be 0 before player is fully authed
Get rid of the "Couldn't find surface in GetColorForSurface()" message
super_phys_gun global state affects gamerules
Fixed Hammer crashing with model heavy maps
Added MaxHealth to NPCs that did not have it set
Fixed certain NPCs like Combine Camera/Turrets, Nihilanth, etc ignoring ai_disabled
Fix potential crashes when hitting entity limit and trying to create flex/bone manipulators.
Promoted "HTTP failed - ISteamHTTP isn't available!" to an ErrorNoHalt with stack to help identify what is causing the error message
Removed the addonID from "Addon X is creating errors", as it is a leftover debug thing
+use picking up props no longer bails and spits out a console error with sv_turbophysics set to 1
Gravity Gun can now successfully complete the upgrade process and is no longer a progression stopper on d3_citadel_03
Upgraded Gravity Gun can pick up stuff from further away, has SUPER sounds and can punt NPCs into ragdolls
Dedicated servers properly go into hibernation once all players have disconnected
Potentially fixed playing viewmodel animations from the server only not updating them on client properly in multiplayer
Fixed gestures playing at 2x the speed on Nextbot NPCs
Fixed JSON function precision for real
Fixed JSON function precision for real
Fixed players getting flinged unexpectedly, most noticeably with SetNoCollideWithTeammates enabled and standing in teammates
Fixed players on moving brush entities getting insta killed if inside each other with SetNoCollideWithTeammates( true )
Remove "Torque Limit" from ballsocket tool as it does nothing
Tracking Sandbox Camera now properly tracks players instead of tracking somewhere above them
Fixed walking on player heads not working correctly if SetNoCollideWithTeammates() is set to true and the 2 players are in different teams in teamID range 1-4
Avoid console errors when using PrintMessage with weird input
Fixed jumping animations playing on players when landing in multiplayer (Fixed extra GM:DoAnimationEvent calls with PLAYERANIMEVENT_JUMP)
Try to avoid unexplained crash to do with overflowing font cache and display a warning instead (Another "CUtlRBTree overflow" crash)
Get rid of EffectData networking changes as they somehow cause crashes
Player.SetNoCollideWithTeammates( true ) no longer causes players with Team ID 1-4 to not receive melee damage from NPCs
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Kepp these changes on x64
New text label language string
Added new nextbot hooks
Fixed direct calls to :PerformLayout() part 1
Fixed direct calls to :PerformLayout() part 2
These may cause issues, but shouldn't though
Minor adjustment to usage of Panel.GetChildrenInRect
Motor's force limit is now functional
Minor OnLuaError usage changes
Just adding a new argument for future use
Right click on emtpy spawnlist space to add a new label
Hopefully fixed spawnlists sometimes gettiing corrupted
Issue is, GetChildren() doesn't always return children in order they were added, which causes massive issues with how DTileLayoyt expects the data. ZPos seems to solve this issue for us.
Hopefully this means that the rare instance of spawnlist icon positions getting randomly garbled up when moving stuff around should now be fixed.
Updated TTT: Fixed Duck key while spectating in roaming mode teleporting you to last spectated player (Community)
reload language on client, not server, oopsie
Reload language files just before Lua gets initialized, instead of just after
Debug prints for a certain network related crash
when you forget 1 file after commit
Fixed bad direct calls to PerformLayout() part 2 - InvalidateLayout( true )
Fixed bad direct calls to PerformLayout() part 1 - Baseclass calls