5,079 Commits over 4,018 Days - 0.05cph!
* Fixed lightprobe and jpeg being able to override any file in Steam directory
* tonumber() no longer returns "NaN" and "inf" ( it returns nil instead ) - Thanks Willox
* GitSync
* Fixed random shitty sprite texture SWEP crosshair ( Thanks Jvs )
* Fixed 2 crash problems, 1 confirmed shadow related crash, one potential crash fix
* Added CSEnt.__tostring()
* Panel.OpenURL() no longer opens bad/blocked file extensions
* Fixed dangerous .vtf exploit(s)
Even more blocked convars to prevent servers fucking with players
Break Panel:Paste until we figure out what to do with it.
* GitSync
* Idiot proofed Vehicle.SetVehicleParams ( Removed stuff that would crash the server )
* Blocked one more malicous command ( Thanks Ley )
* Fixed FireBullets and Trace functions not erroring when not passed a table
* Added experimental version of Vehicle.SetVehicleParams( table )
* Fixed a problem or two with Vehicle.GetVehicleParams()
* GitSync
* Added hud_fastswitch & cl_downloadfilter to blocked convar list
* Entity.SetSubMaterial now errors when given wrong arguments
* Added Entity.GetEffects()
* Added Entity.GetEFlags()
* Added Entity.GetPredictable() - Clientside
* Removed CLuaLocomotion.IsAscendingOrDescendingLadder - Alias of IsUsingLadder
* Added CLuaLocomotion.JumpAcrossGap( Vector landingGoal, Vector landingForward )
* Added CLuaLocomotion.SetVelocity( Vector vel )
* Added CLuaLocomotion.IsOnGround()
* Added Player.GetTimeoutSeconds() - Serverside
* Added Player.IsTimingOut() - Serverside
* Added CRecipientFilter.__tostring
* CreateSound's 3rd argument is now CRecipientFilter, only works serverside
* Finalized Vehicle.GetVehicleParams()
* Fixed a crash issue with Vehicle.SetSpringLength()
* GitSync
* Added Weapon.GetMaxClip1()
* Added Weapon.GetMaxClip2()
* Added Weapon.GetSlot()
* Added Weapon.GetSlotPos()
* Fixed some sounds PAKcked into the .bsp crashing when loading
* Fixed some compressed sounds PAKcked into the .bsp failing to load
* Fixed player_changename game event not working
Fixed gamemenucommand "engine" exploit.
* Fixed "point" scripted entities not returning correct class on client if transmitted
* Added cl_mouseenable to blocked command list
* Added a billion Vehicle functions ( About 35 )
Rollback Steamworks API update
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Attempted Linux build error fix
* Fixed buildcubemaps not writing built cubemaps to the .bsp
Bumped steam.inf Patch Version
* Fixed player poserparameters being desync on server after a model change
* Fixed player poserparameters being desync on server after a model change
* GitSync
* Fixed OSX Build error
* Removed 2 obsolete/no longer user Steamworks API files
* Fixed util.KeyValuesToTable incorrectly interpreting keys starting with
* GitSync
* Fixed Linux build error
* Possible fix for Linux autorefresh
* Moved new ammo functions to "game" library
* Fixed some content not being extracted from compressed PAK files
* Fixed bullets and traces hitting non solid players
* Added "maxcarry" and "flags" to game.AddAmmoType
* Added missing TF2 map icons
* GitSync
* Updated Bootil to latest version ( Attempted fix for autorefresh folder locking )
* GitSync
* Added GetAmmoName( int id )
* Added GetAmmoID( string name )
* Added GetAmmoMax( int id ) - Returns real maximum value for given ammo type
* Added CTakeDamageInfo:GetDamageBonus()
* Added CTakeDamageInfo:SetDamageBonus( float bonus )
* Added CTakeDamageInfo:SetReportedPosition( Vector pos )
* Added CTakeDamageInfo:GetDamageCustom()
* Added CTakeDamageInfo:SetDamageCustom( float custom )
* Added CRecipientFilter:RemovePAS()
* Added CRecipientFilter:GetPlayers()
* Fixed TF2 compressed maps crashing on load
Adjusted the "unreasonable position/angle" thing,
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* Fixed unmounting addons not working
* Fixed uninstalling addons not unmounting them
* Fixed disabled addons still opening the .gma files
* Fixed disabled addons still being mounted in offline mode
* Added Entity Class and Index to the "Ignoring unreasonable position" message
! Fixed server.cfg download exploit
! Fixed 2 exploits that allowed to circumvent RunConscoleCommand blocked commands
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* ▉▌▄▊▅ ▆█▋▌▍▆:▋▍▍▄▅▌▍▌()
Oops, forgot to add this file
* Fixed some TF2 maps crashing the game on load ( Not all of them though )
* Fixed util.Decal not working in multiplayer
* Added "filter" scripted entity type
* GitSync
* GitSync
* Added Entity.AddToMotionController
* Added Entity.RemoveFromMotionController
* Fixed SetPos and SetAngles crashinh with math.huge and tonumber("nan")
* GitSync
* Fixed SWEPs not being fried by some NPCs
* Fixed the "Setting Holdtype to empty string" problem
* Added 3 new backgrounds from the last 3 update posts
* GitSync
* Fixed Custom Bullet Tracers not applying in some cases
* Fixed collision box for all weapons not being rotated properly
* Fixed Weapons with SF_WEAPON_START_CONSTRAINED spawnflag not being constrained
* Fixed debugoverlay.BoxAngles 6th parameter (color)
* Updated language files
* GitSync
* util.TraceLine now hits player hitboxes outside of collision bounds
* NPCs now use the ai_weapon_* counterparts when given HL2 weapons with NPC:Give()
* Fixed a crash problem with NPC player companions
* Fixed func_tank custom ammo types ( Fixes Episode 2 Auto Turret )
* Fixed npc_strider not dealing damage with his fast minigun attack
* Fixed server workshop downloads persisting after disconnecting from a server while downloading server workshop addons and connecting to another
* GitSync
* Added Player.SetLaggedMovementValue
* Added Player.GetLaggedMovementValue
Fixed a crash problem with all PhysObj functions when called on invalid PhysObj
* Possibly fixed a physics crash
* Fixed glass PHX panels igniting when shot
* Fixed a PHX material (zc_tube.vmt) having bad symbols
* Fixed models/noesis/donut.mdl erroring to console when spawned