6,561 Commits over 2,983 Days - 0.09cph!
Allow writing of .json files to data/ folder using file.Write
Reenable cursor worldclicker fix for now because i can't make it break DNumberScratch which is why it was disabled
Updated TTT FGD
Fixed saving a dupe not automatically updating the local dupe list
Added NEXTBOT:OnTraceAttack( dmginfo, dir, trace )
base_nextbot automatically calls GM:ScaleNPCDamage
HL2 jeep gets its gun on HL2 maps automatically
Moved dog footsteps clientside
Fixed killing yourself with the Jeep's Gauss Gun making the vehicle bugged, unenterable and sometimes driving forward endlessly
Fixed Rollermine NPC on fire constantly jumping and not doing much else
Fixed Gravity Gun launching jeeps and airboats too hard
Fixed Gravity Gun punting not having clamped force
Fixed Gravity Gun sounds in multiplayer
Fixed Gravity Gun visual effects
Fixed weapon_crossbow sounds in multiplayer, fixed weapon_crossbow;s 3rd person sprite misplacement by giving the world model an attachment
Fixed stunstick first person effects not working in singleplayer firstperson
Removed unnecessary IsNPC/Weapon/Vehicle/etc function definitions from Weapon and Player, since they are inherited from Entity metatable
Added Entity.IsNextBot
Added game.GetAmmoTypes() - returns table of ammoID = ammoName
Added game.GetAmmoData( id ) - returns AmmoData struct of given ammoID
Added gmod_maxammo, defaulted to 9999, affects max carried ammo of players, values below 1 mean use the ammo type's maximum
Improved the "Warning: Tried to set missing key on Dynamic Light object" message to include stacktrace and proper newlines
Added SetDamage input to crossbow_bolt (hl2)
Removed mounting support for Zeno Clash Model Pack as it no longer exists.
net message warnings now contain the net message name they belong to
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Fixed first person crossbow sprite and fix 3rd person stunstick sprite
Fixed Ceiling Turret's shooting sounds and Muzzle Flash
Translate logic_choreographed_scene
Restore npc_dog footsteps
C_BaseFlex initializes its matrix on creation
Replace a bunch of internal ErrorNoHalt calls in Lua bindings to also include stack trace
Changed CLuaInterface::ErrorFromLua to be ErrorNoHalt with stack trace
Use the above for "Trying to remove server entity from client" error
Server list changes:
* Search bar for gamemode list
* Gamemode list tries to display prettier/correct-er names (i.e. prefers "Sandbox" over "sandbox")
* Made the server list at least a bit usable on 800x600 and below
* Search boxes got a border so they are visible on white backgrounds, and are a bit wider
func_breakable_surf break sounds are no longer played at the 0, 0, 0 position
func_breakable_surf and other entity impact sounds are no longer played at 0,0,0 position
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Don't try to set holdtype for the hl1 rockets
Fix grenade sprite to match hl2, fix hl2 rpg having an extra laser sprite in first person
Weapon selection properly ignores invalid weapon slot commands (slot0, slot7-10)
Picking up ammo no longer forces you to swtich away from your current weapon
HL2 shotgun with no ammo no longer tries to force switch away
Fixed spamming sounds with HL1 Glock with no ammo
Add a message to Addons menu if -noworkshop is active
Aded beam_spotlight.SetColor input
Added ModelKeyValues field to util.GetModelInfo
Fixed missing textures on HL1MP maps with only HL1MP installed
Having HL1MP mounted now also adds the HL1 weapons, entities and NPCs into the spawnmenu
Monster Osprey doesn't create its looping sound after being deleted creating a console error
Reset NET_IsMultiplayer to false on disconnect
Fixed Player.Say not working sometimes
Fixed Osprey and Apache bleeding in multiplayer
Undo changes to GetBoneName
More CS:GO map visual fixes (flickering)
Fixed some CS:GO maps having weird water around them (Fixed grenadeclip brushes acting as water)
g_debug_ragdoll_visualize no longer crashes with ClientsideModel present
Entity.TranslatePhysBoneToBone now works on entities from ClientsideRagdoll
Fix the bone surface prop fix
Added a warning for when env_sprite is given a non sprite material (an unlitgeneric), which apparently can cause crashes
Added "Contents" field to TraceResult
Added Entity.GetBoneContents( boneID ) = number
Added Entity.GetBoneSurfaceProp( boneID ) = string
Entity.GetBoneName() will return "__INVALIDBONE__" instead of nil