8,596 Commits over 3,256 Days - 0.11cph!
No memoverride for shadercompile.dll
Hack to keep STUDIO_SHADOWDEPTHTEXTURE flag between ENT:Draw and Entity:DrawModel()
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
Updated TTT to its latest version
IMesh:BuildFromTriangles can do userdata too
Switched base_anim to CBaseAnimatingOverlay
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better input checking for CreatePhysCollideBox/PhysCollide:TraceBox
CreatePhysCollideBox, PhysCollide:TraceBox
Updated BASS.DLL to 2.4.13.8-mp3free
remove ai_weapon txt files
remove ai weapons
aliases for old ai weapons
don't respawn all weapons on pickup
stunstick only renders effects when enabled
stunstick uses correct attachments for lightning arcs
prediction on stunstick deploy/holster sound
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Fixed util.GetModelInfo crashing with empty string.
GitSync:
* Fix DBinder when its convar is set to NaN
* Fix DBinder overriding SetSelected( bool )
* Changed max value for Frame Blend's Shutter slider so it doesn't just black screen
* Prevent potential stack overflows in scripted_ents.Get
Added type error to render.Capture
Updated most render library functions to not lock up when a Lua type error occurs during function execution
rt for frame blending
clear backbuffer after swap
render.Capture and render.CapturePixels will now silently fail when the Steam Overlay is active
Updated BASS.DLL to 2.4.13.2-mp3free
Added NPC.GetCurrentSchedule
GitSync:
* Fixed Panel.InvalidateChildren being always recursive
* Fixed Panel.NewAnimation ease values 0-1 being weird
DECLARE_ACTTABLES & IMPLEMENT_ACTTABLES
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection