5,188 Commits over 4,079 Days - 0.05cph!
Player.Give( %s, true ) will also reset the clips to 0
Fix Player.Give crashing when used with alreayd owned weapon
Clamp certain Lamp Tool params in MP
Addons Menu - Added tag grouping, and a button to delete all addons. ( With ample warning )
Buld select to Disable/Enable/Uninstall and Search Bar for addons menu
Added -steamtest to try to identify a cause of NoSteamUser
Fix tool projects failing to build via VPC
Better error reporting when SRCDS fails to get collection details
Separate texture for bone manipulation scale
Debug output for SRCDS collection info
Windows build scripts use VS2017 Community if its available
Entity.GetBoneCount, Entity.GetBoneParent and Entity.TranslateBoneToPhysBone will no longer return no value when they fail and will return -1 instead
GitSync - Small error fix for properties & html js error fix
ISteamUGC addon mounting and downloading
Clear failed sound cache on level change
GitSync - Fixed Drive system inheritance, Fixed table.IsSequential being table.IsNumericKeys, Removed unused variables from the Stack class, removed CAP_INNATE_RANGE_ATTACK1 from weapon_base, Removed RENDER_GROUP_OPAQUE_ENTITY from code as it doesnt exist
* GM:CreateClientsideRagdoll will now also be called for player clientside ragdolls.
Entity.SetSaveValue will no longer return no value on failure
impulse 200 no longer crashes without an active weapon
Bone manipulations on Clientside Models will work first try now
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Added "entity" as a valid tag for gmpublish and gmad
Minor tweaks to srcds workshop console output
Added "Effects" and "Entities" to addons menu, prettified the "Uninstall All/Selected" stuff a bit for easier translations
Slight Improvments to bone editors in Sandbox
* Translate Edit Properties and rest of Properties
* Explosion effect will no longer make sounds
* Entity.DispatchTraceAttack will now error and halt execution like expected when incorrect parameters are given
* Entity.HasBoneManipulations, Entity.HasFlexManipulatior and Entity.GetBrushPlaneCount will no longer return no value in case of failure
* Entity.GetFlexScale's will return 1 instead of 0 in a specific case where the function fails to get the actual flex scale (to match other fail case returns of this function)
* Entity.GetBrushPlaneCount and Entity.GetBrushPlane will now work on brush entities
* Allow loading of BSPVERSION 21
util.Trace* functions will no longer crash the game when used before the world is initialized (and will silently fail when used too soon)
More messing around trying to figure out the NoSteamAPI errors
Update support link for DirectX error message
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* Wait for SteamUser() for 10 seconds before displaying "No SteamUser" error.
* Added SteamUGC() test with steps to fix on failure to load
Add support for PATCH and OPTIONS HTTP methods
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Updated gmpublish.exe to ISteamUGC
* Made sure that all PhysicsInit functions always return a boolean instead of returning nil on failure and true on success.
* Added return value to Entity.PhysicsInit and Entity.PhysicsInitSphere
* Better "success" detection for rest of PhysicsInit* functions
* Added Entity.PhysicsInitStatic( solid ), returns bool
* Reduce clientside physobj amount of ragdolls to the amount on the server
* \n for IMesh.BuildFromTriangles error message
* Get rid of the dummy clientside physics objects on ragdolls completely
* Improved no collide vs players of certain tools
* Added CLuaParticle.__tostring
* Added CLuaEmitter.__tostring
* Added CLuaEmitter.IsValid
Fixed PathFollower.Compute leaking Lua references
Fixed 4 small Lua issues - Typo in ai_schedule.lua, leftovers in ragdoll_motion.lua & balloon.lua, bug in dcategorycollapse.lua