8,596 Commits over 3,256 Days - 0.11cph!
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Switched base_anim to CBaseAnimatingOverlay
IMesh:BuildFromTriangles can do userdata too
Updated TTT to its latest version
DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not meant to be displayed
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
No memoverride for shadercompile.dll
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Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
Entity:SetModel no longer screws up datacache lock counts when called on CBaseAnimating ents
move previous fix in to CBaseAnimating
CShaderAPIDx8::OverrideBlend no longer fucks up CTransitionTable::ApplyAlphaBlend
CShaderAPIDx8::OverrideBlend can now override blend operation
Added render.OverrideBlend (sry render.OverrideBlendFunc)
BLENDFUNC enums
Added TYPE_PHYSCOLLIDE enum (OOPS)
Entity.DeleteOnRemove() can no longer remove players or the world
Fixed a stack overflow in DListView
util.TableToJSON returns nil unless top-most element is an object or array
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
cors whitelisting for asset protocol
Vector/Angle.Mul and Div methods now have correct type checking and errors
Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion.
Decode URI paths before handling asset requests
Same file ext -> mime type behaviour as awesomium imp for asset requests
use launcher exe for sub-process
sandbox
system flash is ok
resolve ntfs junctions before passing resource directories to cef
Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
Updated .fgd files (for Hammer) to include GMod specific Sandbox key values.
file.Exists and file.IsDir will return false instead of nil when used on invalid files or files Lua has no access to.
Added file.Rename( oldFileName, newFileName ), same restrictions as file.Write/file.Open apply.
Restore functionality of env_wind for now
test disabling g_FailedSounds on osx builds
Added a bunch of new entity translations that might show up in the kill feed
GitHub:
* Changed Toolgun's holdtype from pistol to revolver to match the view model
* GetCreator now returns NULL for no creator, instead of nil
* Updated gm_video with console output on start/end, added vid_sound 1/0 to control sound recording, added console command help text