6,142 Commits over 3,806 Days - 0.07cph!
▍▅▇▆: █▍▌▉▉▄ ▄▅▇▊▄▆ + ▌▉▋▆▅▋▇
▇▊▌▅ ▅▊▉▄: ▍▅ █▆▌ ▄▉▅▋ █▊ ▆▉▉ ▉▇▋▍ ▄▋ ▊▇█ ▊▆
Added missing Stalker NPC sound scripts
Footstep sound changes
Better Rubber footstep (doesn't cutoff while sprinting with loud clicks), chainlink footsteps are a bit queter now.
Funfact - soundscript volume doesn't do anything for step sounds
Stanley Parable soundscripts inclusion
We don't ship those files, but load them if they are mounted by the player.
The soundscapes file is not a mistake.
Serverbrowser improvements/fixes
Don't bother allowing players to join full servers, they just gonna get kicked.
Subtract bots from maxplayers too
Fixed a rare JS error
▄▉▅▅▌ "▇▇▄▅▄▄▇▆▋ ▋▇▌_▌▆▌▊▅▅█▇▍▄ ▅▋▄▆▍▊" ▍▋▆▉▇▋▍▌▄█ ▇▊ ▊▌▌▉▅▆▊▊█▍▌
Fixed double "expected" in VMatrix.__mul type error
Increase MAXSTUDIOFLEXVERTS to
65536
Reduced volume of chainlink footsteps to match the rest
Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
Reduced high frequency noise on wood, concrete, tile and metal footsteps
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared
Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
Fixed NPC.Give() being able to give the NPC multiple copies of the same weapon, now returns the existing copy
Added NPC.GetWeapons(), NPC.GetWeapon( class ), NPC.SelectWeapon( class/ent )
Unmounted materials appear as missing textures properly, instead of just white
Broken Patch materials fallback to LightmappedGeneric
Changed the default fallback shader to a working Wireframe shader
Fixed extreme performance loss when trying to render unmounted materials (unmounting CSS while on a map that uses CSS content and re-joining that map)
Use UnlitGeneric as fallback shader when no shader is given, so that brushes/displacements are not completely invisible or have weird distorted wireframe representations floating around
Fixed decal related crashes on world geometry (brushes/displacements) when the material they are applied to are unmounted
Added NPC:PickupWeapon( wep ) = bool
Fixed missing Stalker sounds (pain, death, ep1 train stuff)
Load Narrator sounds from Stanley Parable if available
Fixed OnMouse* and OnCursor* hooks not working on panels derived from RichText
Fixed SWEP:OwnerChanged being very unreliable and inconsistent
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
Applied the visibility tests from https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_visibility_tests (requests/issues/874)
▆▉▌▍▋▄▄▅▅▇ ▍▌▋█▆▊▄: ▅▍▌ ███▇▇▌▍ ▉▌▋ █▄▅▄▋▄▍▅█▉ █▌▄▋ ▋▋▌▅▉▅▍▋▍▊ ▌▋▅ (▉▊▍▄█▆▇▌▍ ▋▊▋▆ ▋▍▊▇▇▊█ ▊▉▊ ▍▋▍▋▌), ▋▅▉▅ ▍▌█▉▉▉▍ ▉▊▍ ▌▍ ▆█▆█▄▅ ▉▆ ▆▇█▍▄▍ ▆▉▉▉ ▅▋▆ ▉▌▇▇▇▅ ▌▇▅▋▋▋▊, ▋▇▊▇▌ ▉ ▊▆▍▉ ██ █▉▆█▍ ▅▋▅▋ ▋▉▍ ▅▊▄▋▌▅ ▊▊▆█▆▌▌
Added .vmt to file.Write whitelist
Added Player.GetUseEntity() - shared, returns the entity that would be used if the player would press their +use key, including GM:FindUseEntity results
retry in singleplayer now acts like "map currentmap.bsp"
Current value is passed to DTextEntry's OnEnter callback (Community Contribution)
NPC weapons are now sorted alphabetically
Also no dupes and switched the text ot use "localized" stuff
Also fixed some localizations
SuperDOF window repositions itself on screen size change
Prevents it from "disappearing" and soft locking the game
ENT:OnChangeActivity for base_ai
Extra killicons for prop like objects
Added GM:CanArmDupe
Trim sbox_persist value
Extra spaces no longer cause issues of props not saving or loading
Clientside Sandbox settings
Also added freeze/unfreeze effects to physgun settings
Weapons that are NPCUsable are marked in spawnmenu
▋▌▆▉ ▊█▆█▌▌▍ ▌▅▅ ▉▋▌▊ █▊▇▅▄▉█▇ ▋▅▋_█▍▄▉▋▍▄▉▅▌ ▌▊▉▍█▋▉, ▍▋▊▅▇ ▋▋▄▊▉▌ ▊▅▇▋▅ ▋▇▍▌▆▇ ▆▉▆▊▌▉▄▌, ▅▉▋▌▇ ▍█▊▅ ▅▇█▅ ▇▆▌▄█▅▉ ▋▊▉▍ ▇▉ ▉▅▌▊ ▍▆ ▄▌▇/▆▍▇▄▌ ▊▅▆▋█▌▆ ▌▆█/▊▇ ██▄▉▄▌▉ ▌█▇▋█▅ ▅▇▆▍▄▍
Fixed loading of .png materials with different material parameters not working properly
Fixed loading of .png textures after a map change trying to load .vtf versions of the textures and failing every time
SuperDOF UI window now repositions itself when player's screen resolution changes
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override
Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar
Added Freeze/Unfreeze effects checkboxes to Physgun Settings
Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
Added models/player.phy so that mounting Portal 2 doesn't make models/player.mdl spawn as an unmovable object
Added PLAYER:Death hook (Community Contribution)
Added ErrorNoHalt with stack when Lua is trying to send an overflowed net message
Added SANDBOX:CanArmDupe( ply ) hook, return false to prevent players from being able to arm dupes.
Community Contributions:
* Switched GM:GetFallDamage to use GetConVar() over GetConVarNumber() in base gamemode
* base_gmodentity.GetPlayer() now properly returns the player object after player reconnected to the server for base_gmodentity derived entities
* Right click removing entities with the Remover tool now properly progresses the Remover achievement on Steam
Sandbox persistence Context menu property also trims whitespace of the convar value
Sandbox persistence now trims whitespace on input so you don't end up with files that the game refuses to write to/read from
NPC weapon selection is now sorted alphabetically
Added ENT:OnChangeActivity for base_ai entities
NPC.MarkEnemyAsEluded and NPC.ClearEnemyMemory now have an optional argument - enemy
Added NPC.HasEnemyEluded, NPC.HasEnemyMemory, NPC.GetEnemyLastKnownPos, NPC.GetEnemyLastSeenPos, NPC.GetEnemyLastTimeSeen, NPC.GetEnemyFirstTimeSeen - All of these have an optional argument - enemy, which defaults to GetEnemy()
Added NPC.SetIdealYawAndUpdate( yaw, yawSpeed = -1 )
Added PlayerCheckLimit hook (Community Contribution)
Physgun glow/beam will no longer render in 3rd person if the weapon itself is hidden
Community Contributions:
* Reduced minimum width for rope based constraints to 0.2, from 1
* Added GM:CanUndo hook
* weapon_fists now obeys the phys_pushscale convar
Fix up PR#1623
This happens EVERY TIME
* Call the hook after undo Owner fix
* Apply the Owner fix to undonum
* CanUndo only gets the last undo in CC_UndoLast, not the whole table
get rid of the unnecessary whitespace
Use GetText over GetValue for OnEnter
dtextentry: pass the current value through OnEnter (#1576)
idk why this wasn't a thing before
Co-authored-by: Nathan S <nsinvisblemarions@gmail.com>
▅█▄▇█ ▆▄█ ▌▊▌▍▊▆▄▄█▇▍▊█▌ => ▌▉▉::▋▌▍▋ ▌▊▅ ▌▌▍█▉█▍▄▌▄▋ ▌▋▅▋▌▌ █▋▋▌ ▍▉▆