8,596 Commits over 3,256 Days - 0.11cph!
Chromium 65... scrolling is broken
render.DrawSphere will no longer draw one less longitude step than specified
Better npc_barnacle behavior with ai_ignoreplayers
Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
* Added PLAYERANIMEVENT_CANCEL_RELOAD enum
* Automatically fire PLAYERANIMEVENT_CANCEL_RELOAD on weapon switch
* Moved the Map and Source Engine version text when console is open a bit down so it can be read
Change PLAYERANIMEVENT_CANCEL_RELOAD's value to be closer to the rest pf Lua exposed PLAYERANIMEVENTs
Changed the default value of r_hunkalloclightmaps to 0
fix undefined behaviour in m_VoxWords population
Restore g_FailedSounds on OSX
Added entity and entindex to the "Changing collision rules within a callback is likely to cause crashes!" error message
Added serverlist.AddCurrentServerToFavorites(), CanAddServerToFavorites(), menustate only
Added Favorite this server button to the bottom bar of the main menu when you are on a server
Slightly adjusted alignment of text and icons on the bottom bar of the main menu
Added CNavLadder.GetTop(),GetBottom(),GetWidth()
Panel:SetHTML supports refreshing
steamworks upload filtering
Added support for BodyGroups in Sandbox NPC list
Updated some HL2 map icons to be more recognizable
disable xss auditor for asset://html/
asset://html/ doesn't screw with newlines
Fixed pickup HUD ( ammo, weapons, etc ) not working properly for some time after changelevels
Restored functinality of monster_mortar to fix a crash issue on c1a3b
CreatePhysCollidesFromModel
Eyeposer and Fingerposer can now be used on Effects
Added DNumSlider.GetText, Set/GetDefaultValue, ResetToDefaultValue
Faceposer changes:
* Context panel now properly clears itself when targeted entity becomes invalid
* Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx
* Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken
* Faceposer now supports 128 flexes not just 64
* Flex names are now prettier
* The secondary presets (pictures) no longer occupy 3 rows even if 2 or even 1 row is populated
* Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models
* You can now middle mouse click on a slider's knob to reset the slider to its default value
* Faceposer now has a quick filter feature, allowing to quickly search through flexes by name
* Improved the flex list so that the text is now cut off on the bottom
(Experimental) Updated BASS.DLL for windows to yet unreleased version to fix crash regressions introduced by latest public release of BASS.DLL
Updated default spawnlists: Portal 1, Builder and HL2: Characters categories, added Garry's Mod category. This only affects new players
Updating some existing spawnicons
`--disable-features=TouchpadAndWheelScrollLatching,AsyncWheelEvents`
Added navmesh.GetGroundHeight( pos ) = float height, Vector normal
Added engine.TickCount()
GitSync:
* Fixed Paint tool's reload not removing the duplicator entity modifiers
* IsValid micro optimisation
ScriptedEntityType will now work equally on all entity types
serverside bone manipulation works on players
cl_showhitboxes
fixed ray traces to scaled hitboxes
corrected collision bounds after SetModelScale server->client
Fixed util.DecalEx's scale arguments not working
Fixed util.DecalEx using inverted normal for non brush entities
merge from /main/hitboxes
Fixed game.AddDecal not precaching added decals resulting in util.DecalMaterial not working as expected in some cases
Fixed util.DecalEx not working on entities with brush models.
Fixed entities inside player clip brushes not being usable by +use (Fix for Half Life Source map(s))
game.CleanUpMap() will no longer crash on LZMA compressed maps
Added PhysObj.ApplyTorqueCenter( Vector/AngularImpulse )
Added PhysObj.GetShadowPos() = Vector
Added PhysObj.GetShadowAngles() = Angle
Added PhysObj.GetVelocityAtPoint( Vector ) = Vector
Added PhysObj.SetContents( uint )
Added PhysObj.GetContents() = uint
CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings
Added PhysCollide.__tostring
Added /LARGEADDRESSAWARE to GMPublish (for now)