8,596 Commits over 3,256 Days - 0.11cph!
Test auto build trigger #3
Upload both linux libawesomium binaries to Steam (why are there two?)
Merge toolset changes (VS2017, GCC4.8, clang) w/ C++11
Remove testing branch's Steamworks scripts
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
LightCube_t copies full input data properly
Fix LuaJIT optimization flag on Windows builds
ISteamUGC addon mounting and downloading
Clear failed sound cache on level change
Fixed wacky float -> double -> overflown int -> unsigned int screwing up clicker selections in Hammer
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
CSEnt.__gc/CSEnt.Remove queue deletion until next frame
Update shader samplers after drawing background image for dupe icons
* 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
Automated Windows Build #16
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Automated Linux Build #17
Automated Linux DS Build #17
Automated Windows Build #17
* 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
Update Windows build scripts for build server
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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Fixed infinite loop in clientside ents.FindInSphere when iterating over an entity that is marked for removal