8,596 Commits over 3,256 Days - 0.11cph!
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Automated Linux Build #19
Automated Linux DS Build #19
* Fixed some soundscapes being removed when cleanin up the map
Automated Windows Build #21
* Updated All NPC/AI weapons except for Crossbow
* Increased precision of Integers for util.KeyValuesToTable
Automated Windows Build #22
Automated Linux Build #22
Automated Linux DS Build #22
Fix swimming animations ( oops )
Automated Windows Build #23
Automated Linux Build #23
Automated Linux DS Build #23
* Fixed combine mines not detecting players in Single Player ( And player in the last player slot in multiplayer )
* Fixed util.TraceLine and Entity:FireBullets not hitting player hitboxes outside of their hull if there is a prop behind said hitbox
Automated Windows Build #24
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* Added new soundscript stuff from TF2 update & new map icons
* Added CreateParticleSystem( Entity e, string eff, int PartAttachment, int EntAttachment = 0, Vector offset = 0 ) - returns CNewParticleEffect
* Added CNewParticleEffect.IsValid()
* Added CNewParticleEffect.SetControlPoint( int cpID, Vector offset )
* Added CNewParticleEffect.SetControlPointOrientation( int cpID, Vector fwd, Vector right, Vector up )
* Added CNewParticleEffect.SetSortOrigin( Vector origin )
* Added CNewParticleEffect.GetEffectName() - Returns string
* Added CNewParticleEffect.StartEmission( bInfiniteOnly = false )
* Added CNewParticleEffect.StopEmission( bInfiniteOnly = false, bRemoveAllParticles = false, bWakeOnStop = false )
* Added CNewParticleEffect.GetOwner() - returns entity from CreateParticleSystem
* Added CNewParticleEffect.AddControlPoint( int cpID, Entity ent, int PartAttachment, int EntAttachment = 0, Vector offset = 0 )
* Added CNewParticleEffect.StopEmissionAndDestroyImmediately()
Automated Linux DS Build #24
Automated Windows Build #25
Automated Linux DS Build #25
Automated Windows Build #26
Automated Windows Build #27
Automated Linux DS Build #27
Automated Windows Build #28
Automated Windows Build #29
Automated Windows Build #30
Automated Windows Build #31
Automated Windows Build #32
Automated Linux DS Build #32
Automated Windows Build #33
Automated Linux Build #34
Automated Windows Build #34
* Fixed Combine Mine leaving looping sound behind if removed while the sound is playing
* Fixed a bug with Bugbait and Grenade weapons where you can have both stuck in unusable state
* Fixed SF_TRIG_TOUCH_DEBRIS not working in any tigger entity
* Fixed Weapon.GetActivity() not returning any values
* Added Weapon.GetWeaponViewModel() - returns string
* Added Weapon.GetWeaponWorldModel() - returns string
* Added Weapon.GetWeight() - returns int
* Added Weapon.HasAmmo() - returns bool
* Added Weapon.AllowsAutoSwitchTo() - returns bool
* Added Weapon.AllowsAutoSwitchFrom() - returns bool
Automated Linux Build #35
Automated Linux DS Build #35