6,143 Commits over 3,806 Days - 0.07cph!
Move hr_massive overrides to correct folder
HL1 first person muzzleflashes work
Fixes for missing legacy muzzleflashes
Newlines for some sent_manager warnings/errors
Fixed NPCs not being able to shoot weapons with recently changed world models
Fixed HL1 RPG laser positioning in 3rd person view
Updated the following world models: 357 and Pistol from HL2; 357, AR, glock and shotgun from HL1 - Improves muzzleflash reliability
Removed redundant AddCSLuaFile() call in duplicator.lua
Fixed yet another issue with cvars.lua
Fixed a few main menu problems - server settings "not saving" and a JS error
Add SF_LUA_RUN_ON_SPAWN
A few main menu fixes
Fixed server settings "not saving" and a JS error
Added SF_LUA_RUN_ON_SPAWN global for addons
Restore MAX_DOWNLOADABLE_FILES to 8192, even if for nothing else but to figure out why this was reduced to 4096 by GMod (Hopefully doesn't break net compability)
Forgot to include the .fgd
Community Contributions:
* Vector/AngleRand() now have optional min/max arguments
* nano optiosation for math.Clamp
* Added spawnflag 1 to lua_run - Run code on Spawn (added to .fgd, defaults to not set)
Spawnflags for lua_run entity
Modified version of the garrysmod/pull/1124 pull request.
Code is ran a bit later (on spawn) and uses self as activator/caller.
Co-Authored-By: superhighvoltage <superhighvoltage@users.noreply.github.com>
Cleaned up undo library
And increased UI limit for undos to 100
Small fix for DListBox
A fix for multiple items being displayed as selected when they got the same text, such as in the Undo menu
Cleaned up undo library file
Increased undo limit in UI from 32 to 100
DListBoxItem now properly checks its IsSelected() state for drawing selected state rather than relying on DListBox not having mutliple selections and testing whether the selected item has the same text as its own text
Community Contributions:
* math.Clamp nano optimisation
* VectorRand and AngleRand now have optional min and max arguments
Community Contributions:
* Spawnmenu and Contextmenu hook fixes
* table.ToString handles colors nicer
* also fix lua error from the previous commit
table.ToString handles colors nicer
Manual merge of garrysmod/pull/902 due to merge conflicts
Co-Authored-By: Partixel <partixel@users.noreply.github.com>
Fix Lua error from PR #1572
Co-Authored-By: Partixel <partixel@users.noreply.github.com>
Community Contributions:
* Replaced usage of type( var ) == "type" with is<type>( var )
* NPC.NoDrop fixes and improvements in Sandbox
* Added list.HasEntry
Do not empty Lua cache on disconnect, it causes problems with retry command in local mp
Move "Attempted to use an unsupported muzzle flash type" to DevWarning
Gib transparency works
"noclip" drive mode can be exited now
Also clean up the files
Searching full model path works now
Trails are clamped in Dupe func, not tool
Also discard 0 start 0 end size trails
Added info_survivor_rescue spawnpoints
Removed info_survivor_position for the time being, c1m4_atrium has one of those in a box under the map
Added info_survivor_rescue as a spawnable location for L4D maps so you won't spawn inside walls (And removed info_survivor_position)
You can now exit the noclip drive mode by pressing E
Entering a FULL model path will find it properly in the Spawnmenu Search
Trails tool clamps its values in the Duplicator function, not in the tool (Also 0 start and end size trails will no longer be created either)
Some minor navmesh changes and additions from CS:GO branch
CNavArea.IsBlocked 1st argument is optional
Added CNavArea.AddHidingSpot( pos, flags )
CNavArea.GetHidingSpots how has an optional 1st argument = flags
util.JSONToTable ignores the UTF-8 BOM
Updated spawnmenu.ActivateTool
Fixed "BAD STATIC LUMP V101" error message on some CS:GO maps
spawnmenu.ActivateTool minor changes
Port from GO branch: Prop gibs now have the color of their parent entity (i.e. the entity that was broken) Networking disabled for the time being so singleplayer only for now
Entity.GibBreakClient now has an optional second argument, to OVERRIDE the gib color, otherwise the entity's color is used, note above for networking applies
Updated ignore.conf with some new stuff, including chromium branch stuff
dumpgamestringtable no longer crashes the game
Added point_spotlight features from Alien Swarm - SetColor and ForceUpdate inputs
Added info_target features from Alien Swarm - Spawnflag 2 - always transmit
All of the above is also added to the .fgd
Fixed file searches ignoring addons sometimes
Enable BASS_CONFIG_NET_PREBUF_WAIT
Update bass.dll again to a version that fixes the problem with the previous unreleased version
Update bass.dll to the unreleased version again, but this time don't try to play missing files
DynamicLight now as a second parameter to allocate ELights when set to true
The above is automaitcally used for Sandbox Light tool.
Try probing SteamUser() global when get-SteamUser() doesn't exist
Elite Combine soldiers will no longer try to fire their Energy Balls (and make the noise/stop shooting) if their currently equipped weapon does not have an alt fire (i.e. is not ar2)
Elite Combine soldiers can now use their Energy Balls aganst any NPC or player, not just player allies.
Fixed SMG1 and AR2 fired by NPCs cutting off previous firing sounds
Fixed SMG1 grenade smoke effect
Added CLuaLocomotion.GetNextBot, PathFollower.GetGoalTolerance and PathFollower.GetMinLookAheadDistance
Restore bass.dll error message corrections
Restore gamemode when disconnecting from a server more thoroughly
Automatically (re)build bspzip.exe
Added bunch of projects into the Tools group where they belong