branchGarrys Mod/maincancel

6,561 Commits over 2,983 Days - 0.09cph!

5 Years Ago
Fixed Entity.NetworkVarElement not saving/restoring properly, which also fixed 3 fields of Sky Editor not restoring properly.
5 Years Ago
Run r_flushlod on map start and shutdown, to help against default models being included in map PAK lumps causing them to be invisible on changelevel.
5 Years Ago
Fixed func_areaportalwindow not resetting its SetBlend call, causing props on certain maps to go invisible or be transparent unexpectedly
5 Years Ago
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5 Years Ago
Added killfeed translation for script_conditions entity (Appears in HL2Ep2 maps)
5 Years Ago
More safeguards when loading language files
5 Years Ago
Fixed Entity.AdvanceFrame crashing the game with invalid sequences Fixed Lua errors from PositionSpawnIcon with bad entities
5 Years Ago
self-controlled func_tank obeys ai_ignoreplayers 1
5 Years Ago
Increased MAX_MAP_MODELS to 4096
5 Years Ago
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5 Years Ago
Fixed double "expected" in VMatrix.__mul type error
5 Years Ago
Increase MAXSTUDIOFLEXVERTS to 65536
5 Years Ago
Reduced volume of chainlink footsteps to match the rest Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
5 Years Ago
Reduced high frequency noise on wood, concrete, tile and metal footsteps
5 Years Ago
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
5 Years Ago
Fixed NPC.Give() being able to give the NPC multiple copies of the same weapon, now returns the existing copy Added NPC.GetWeapons(), NPC.GetWeapon( class ), NPC.SelectWeapon( class/ent )
5 Years Ago
Unmounted materials appear as missing textures properly, instead of just white Broken Patch materials fallback to LightmappedGeneric Changed the default fallback shader to a working Wireframe shader
5 Years Ago
Fixed extreme performance loss when trying to render unmounted materials (unmounting CSS while on a map that uses CSS content and re-joining that map)
5 Years Ago
Use UnlitGeneric as fallback shader when no shader is given, so that brushes/displacements are not completely invisible or have weird distorted wireframe representations floating around
5 Years Ago
Fixed decal related crashes on world geometry (brushes/displacements) when the material they are applied to are unmounted
5 Years Ago
Added NPC:PickupWeapon( wep ) = bool
5 Years Ago
Fixed missing Stalker sounds (pain, death, ep1 train stuff) Load Narrator sounds from Stanley Parable if available
5 Years Ago
Fixed OnMouse* and OnCursor* hooks not working on panels derived from RichText
5 Years Ago
Fixed SWEP:OwnerChanged being very unreliable and inconsistent
5 Years Ago
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
5 Years Ago
Applied the visibility tests from https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_visibility_tests (requests/issues/874)
5 Years Ago
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5 Years Ago
Added .vmt to file.Write whitelist
5 Years Ago
Added Player.GetUseEntity() - shared, returns the entity that would be used if the player would press their +use key, including GM:FindUseEntity results
5 Years Ago
retry in singleplayer now acts like "map currentmap.bsp"
5 Years Ago
Current value is passed to DTextEntry's OnEnter callback (Community Contribution)
5 Years Ago
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5 Years Ago
Fixed loading of .png materials with different material parameters not working properly Fixed loading of .png textures after a map change trying to load .vtf versions of the textures and failing every time
5 Years Ago
SuperDOF UI window now repositions itself when player's screen resolution changes
5 Years Ago
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar Added Freeze/Unfreeze effects checkboxes to Physgun Settings Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
5 Years Ago
Added models/player.phy so that mounting Portal 2 doesn't make models/player.mdl spawn as an unmovable object
5 Years Ago
Added PLAYER:Death hook (Community Contribution)
5 Years Ago
Added ErrorNoHalt with stack when Lua is trying to send an overflowed net message
5 Years Ago
Added SANDBOX:CanArmDupe( ply ) hook, return false to prevent players from being able to arm dupes.
5 Years Ago
Community Contributions: * Switched GM:GetFallDamage to use GetConVar() over GetConVarNumber() in base gamemode * base_gmodentity.GetPlayer() now properly returns the player object after player reconnected to the server for base_gmodentity derived entities * Right click removing entities with the Remover tool now properly progresses the Remover achievement on Steam
5 Years Ago
Sandbox persistence Context menu property also trims whitespace of the convar value
5 Years Ago
Sandbox persistence now trims whitespace on input so you don't end up with files that the game refuses to write to/read from
5 Years Ago
NPC weapon selection is now sorted alphabetically
5 Years Ago
Added ENT:OnChangeActivity for base_ai entities
5 Years Ago
NPC.MarkEnemyAsEluded and NPC.ClearEnemyMemory now have an optional argument - enemy Added NPC.HasEnemyEluded, NPC.HasEnemyMemory, NPC.GetEnemyLastKnownPos, NPC.GetEnemyLastSeenPos, NPC.GetEnemyLastTimeSeen, NPC.GetEnemyFirstTimeSeen - All of these have an optional argument - enemy, which defaults to GetEnemy() Added NPC.SetIdealYawAndUpdate( yaw, yawSpeed = -1 )
5 Years Ago
Added PlayerCheckLimit hook (Community Contribution)
5 Years Ago
Physgun glow/beam will no longer render in 3rd person if the weapon itself is hidden
5 Years Ago
Community Contributions: * Reduced minimum width for rope based constraints to 0.2, from 1 * Added GM:CanUndo hook * weapon_fists now obeys the phys_pushscale convar