6,561 Commits over 2,983 Days - 0.09cph!
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
util.TableToJSON returns nil unless top-most element is an object or array
Fixed a stack overflow in DListView
Entity.DeleteOnRemove() can no longer remove players or the world
Added TYPE_PHYSCOLLIDE enum (OOPS)
CShaderAPIDx8::OverrideBlend no longer fucks up CTransitionTable::ApplyAlphaBlend
CShaderAPIDx8::OverrideBlend can now override blend operation
Added render.OverrideBlend (sry render.OverrideBlendFunc)
BLENDFUNC enums
move previous fix in to CBaseAnimating
Entity:SetModel no longer screws up datacache lock counts when called on CBaseAnimating ents
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
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
Updated BASS.DLL to 2.4.13.8-mp3free
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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
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
GitSync:
* string.Comma imporvement
* Made NeedsDepthPass work for addons
* Added env_fire and npc_fisherman translations for killfeed