6,139 Commits over 3,806 Days - 0.07cph!
Added NextBot.OnEntitySight and NextBot.OnEntitySightLost
surface.DrawTexturedRect(UV) works with poster command nicely
surface.DrawCircle looks less shit and it's color argument is now optional
Fixed a crash issue with Nextbot's vision module
Lua Nextbot's vision module get's created on Spawn
Use TransColor, not TransAlpha for prop fading
Moved static prop lighting update to a separate argument of util.RedownloadAllLightmaps, hopefully fixed a rare crash with it
"stack" argument for OnLuaError
Added safeguard to CMDLCache::GetStudioHdr from CSGO for an unknown cause crash
You can now add a spawnmenu label by right clicking empty space in the spawnlist
Increased precision of doubles in util.TableToJSON
Increased precision of doubles in util.TableToJSON
Added Filter text field to console UI, direct bindings to con_filter_* stuff
Added Material:Get/SetVector4D, returns/takes 4 numbers
Fixed Motor tool's Force Limit not functioning
Fixed a crash issue with secondary ammo display when switching to a NULL weapon
Fixed render.DrawQuadEasy producing malformed/squashed quads in very certain rare cases. Fixes wheel direction indicator spazzing out with certain wheel models on certain surfaces
NPC.NavSetGoalTarget, NPC.NavSetRandomGoal, NPC.NavSetGoal and NPC.NavSetWanderGoal now return a bool - whether the path generation succeeded or failed
NPC.NavSetGoal no longer tries to generate a 0 length path failing every time, now has 2 more arguments, minPathLength and direction = vec3_origin
SLAM tripmines now properly clean their laser when they are removed
SLAM no longer tries to throw/place the entity immediately after switching to it if the player switched away during the placing/throwing animation
Added DLabelEditable.Set/GetAutoStretch, defaults to false
Spawnmenu labels stretch to the text that is being entered
render.RedownloadAllLightmaps now also forces all props/entities to update their static lighting
Spawnmenu editable labels now stretch to fit the text being entered and do now overflow spawnlist panel width
Added DLabelEditable.Set/GetAutoStretch, defaults to false
engine.LightStyle doesn''t crash with style=64
Fixed IP blacklist
Clamped pp_stereoscopy_size to reasonable values
Better main menu background error handing
Fixed alpha related issues with DColorMixer
DNumberWang.OnValueChanged only runs if value actually changed
Let anim SENTs decide their rendergroup automagically
Improved random walk for npc_tf2_ghost
If people copy, at least copy something decent
Thruster smoke effect fixes
Only display CSS models for Thrusters if CSS is mounted
What are those models even doing here?
Limit pp_stereoscopy_size to +-11.5
Fixed manually entering alpha value for tool color selection not updating the UI
Fixed up/down buttons for alpha on tool color selection not functioning
DNumberWang.OnValueChanged is now only called when the value actually changed
Fixed prop fading not fading but instantly hiding props
Fixed prop fading breaking/being affected by water/mirror reflections
Player.SetActiveWeapon( NULL ) now hides the view model as expected
Player.SetActiveWeapon( NULL ) no longer causes next selected weapon to be force-lowered
Player.PickupObject now force drops the given object before trying to pick it back up, so the object doesn't get stuck in an invalid state
point_message functions in multiplayer
Replaced usage of WM_ACTIVATEAPP with WM_ACTIVATE due to a possible Windows bug to hopefully fix system.HasFocus returning wrong value when the game was minimized by clicking on it in the taskbar
Fixed a "CUtlRBTree overflow!" crash to do with detail models (grass and stuff) on maps
Fixed a crash when changing r_flashlightdepthres during runtime while having projected textures around
Allow all anim SENTs to automagically calculate their default rendergroup, fixing a bunch of render order issues with default tool entities and potentially all addons
Fixed PANEL:OnStopDragging being called multiple times per "dragging drop" (Community Contrib)
Added extra info to "version" command to help debug issues
Fixed clientside DTVar callback not being called when setting an "Entity" type property to NULL
prevent self crash with ent_info worldspawn
Only Add the CSS thruster models to the tool's model list if CSS is mounted
Fixed thruster's some effect throwing smoke in too random directions with some models
Fixed pressing enter in tool search collapsing all categories
Fixed wheel ghost spazzing out on moving objects
Prop spawn effect for 5 tools
Cleaned up PR #1633
Fixed wheel ghost floating above aim pos unexpectedly
Thruster fixes & effect improvements
Fixed updating of the sound effect while the thruster is active
Thruster frees its emitter(s) properly
All thruster effects better conform to the thruster model
smoke effect now acts more like smoke and more like a thruster effect
Removed weird and unused code from Wheel Indicator effect
Removed a bunch of unused variables and merged double if statements across the sandbox gamemode (Community Contribution)
Fixed updating a Thruster stopping its sound after a short while instead of updating the sound if its active
Thruster effects now try to conform to the thruster model, so a smaller model produces a smaller effect, a bigger model produces a bigger effect
Thruster smoke effect acts more like smoke (gravity) and acts more like a thruster when not moving
Thruster properly frees it's particle emitters
Cleaned up weird and unused code from Wheel Indicator effect
Spawning wheels, balloons, lamps, lights, cameras now applies the propspawn effect like other tools
Fixed wheel ghost spazzing out when aiming at moving entities
Fixed wheel ghost preview floating above certain surfaces unexpectedly
Improved networking precision of Origin and Start fields of CEffectData to be not useless, which fixes wheel's direction indicator having wrong angles on very flat wheel models
A less error prone random walk location for the example nextbot NPC
Added Nextbot.Set/GetMaxVisionRange()
Missed this file with SUPPORTS_GMOD_DT
Fix IP blacklist sometimes affecting wrong servers
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
GMod compiles without SUPPORTS_GMOD_DT
Added CNavArea.IsPotentiallyVisible( cnavarea )
Added CNavArea:IsCompletelyVisible( cnavarea )
Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )