6,561 Commits over 2,983 Days - 0.09cph!
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Community Contributions:
* Typo fix for gm_save console message
* Fixed cvars.AddChangeCallback's identifier not working as intended
* TTT: Fixed an incorrect comment
Fixed a memory leak when decompressing BSP PAK (Lump 40) files
move "Cannot read %i fragment bytes" to developer 1
Added Player.PickupWeapon( wep, onlyAmmo ) = bool success
Fixed prop_physics_respawnable being removed when being "killed" or broken, breaking the "respawnable" part of the entity
Fixed Motion Blur and Overlay Post Processing effects not working well with poster command
Added optional argument to render.DrawScreenQuad() which defaults to false - Apply poster corrections, used for the fix above
Fixed Toy Town post processing effect having 1px tall gap at the bottom of the screen with certain settings
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Reworked client console deduplication to hopefully be more reliable and less over-engineered
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Fixed servers trying to send a random Lua file to clients if there is no files needed to be sent
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Added sk_npc/plr_dmg_crowbar/stunstick convars
Added NPC.RememberUnreachable( ent, time=3 ) to give NPC.IsUnreachable a reason to exist
Fixed returning true in GM:EntityEmitSound hook when the Entity is a clientside only entity causing the ent index to be read incorrectly, which in turn caused infinite scrape sounds for gibs
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Delete physics object of Toolgun ghost as it doesn't need physics at all
"Drive" property no longer appears for Jeeps as it simply cannot move them.
trigger_weapon_dissolve no longer crashes the game if one of the weapons it is meant to delete got removed prematurely by something else
Fixed OBS_MODE_FIXED/CHASE/IN_EYE causing bad spectator behavior due to the player's movetype being set to NONE
Mass icon resize and rerender
Fixed ents.CreateClientside entities not receiving projected textures
DSP_ClearState now also clears dsp_room and room_type convars, hopefully fixing DSP presets (reverb and stuff) not resetting between map changes
Servers with ping under 60 now have identical ranking impact from ping
Added GM:PreDrawViewModels which is called instead of PreDrawViewModel at the times it has no arguments
Added GM:PlayerAmmoChanged hook
Client console deduplication, can be toggled with con_filter_dupe
Angle/Vector . __newindex typechecks its 3rd argument
Vector.__div type checks its second argument
GMod TOS and Privacy Policy open in Steam overlay instead
Fallback to Derma's HTML if Steam overlay is disabled
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Fixed effects.BeamRingPoint having its blue and green color channels swapped
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Fixed backgrounds not being "smooth" with the recent changes
Fixed Undo & Cleanup panels in Utilities becoming blank after spawnmenu_reload
controlpanel.Get will no longer return panels that are about to be deleted (in the next frame)
shadow rendering doesn't crash when it encounters a null renderable
Added filename to "steamworks.DownloadUGC: Failed to read addon file" console message
Remove cheat flag from viewmodel_fov convar
Added utf8.sub and utf8.GetChar (Community Contribution)
Fixed extreme lag when entering PVS with props that have material override pointing to a non existent material
util.Base64Decode also removes newlines from input
Do not force quit the server if it overflowed decalprecache stringtable
Fixed some procedural textures allocating a material slot every time they are reloaded, for example spawnmenu icons and spawnmenu_reload/map reload and Material() calls with backslashes
Hide mat_texture_limit convar
Added current material count to mat_texture_list when expanded
Right/Middle mouse clicking a server will copy its IP / SteamID
booltil's base64 also catches stlencoders::invalid_length
Fixed multiplayer gamemode list search only searching the internal "foldername" of the gamemode, not the actual text players see
Tried to improve the gamemode list ordering to jump around less