6,561 Commits over 2,983 Days - 0.09cph!
Repalce some possibly incorrect usage of FLT_MIN with -FLT_MAX, affects IKRules and displacements
Remove check for IsConCommandBlocked existence, it should exist on all clients now
Fixed a potential bug in materialsystem to do with PO2 rejection on texture load
Fixed a bug in materialsystem where NoMip textures were trying to read past EOF looking for mipmaps, resulting in "Error unserializing VTF file... is the file empty?" errors
Fixed constraint.GetAllConstrainedEntities returning all entities constrained to world if the given entity is constrained to world
Some minor changes to steamworks.DownloadUGC
Restore old incorrect behavior of Entity.SetBodyGroups's first argument
Disallow include()ing non .lua files
include errors now have a stack trace and appear in Problems menu
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Potential fix for a creash with C_OP_RenderRope particle render operation
Reenable steamworks.DownloadUGC's callback File argument with some under the hood changes
Temporarily remove steamworks.DownloadUGC's file argument in the callback
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Fixed Saves and Dupes not working
Remvoed debug output from Entity.SetBodyGroups function
HTTP() function now has a timeout field, which dictates the network activity timeout, and will fail with reason "timeout" if it is hit.
Entity:SetBodyGroups now accepts a-z as 10-35
CS:GO lobby is put into correct map category (Community Contribution)
Disallow "Shadow" shader to be used as rope material
Fixed potential issues with steamworks.DownloadUGC when the file somehow failed to open for the success callback
Added VMatrix.GetTransposed
Added Angle.Random
Added Vector.Random, Vector.Negate, Vector.GetNegated
Added VMatrix.Add, VMatrix.Sub and VMatrix.Mul (matrix*matrix only)
Duplicator will now try to figure out what addons are used by the dupe, save that in the dupe file, and display required addons in the duplicator's context menu.
You can now save dupes from the duplicators context panel
Added spawnmenu.SwitchCreationTab
Fixed spawnmenu.SwitchToolTab doing nothing
Making a map save now stores the WorkshopID of the map file in the save file, and adds the option to subscribe to the map if the map is missing
file.Exists now works with addon title pathIDs like file.Find
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Improved addon detection for Lua errors
ErrorNoHalt/Error will now display a stack trace in Problems panel
util.GetModelMeshes is now also available serverside.
TTT: Updated language files (Community Contribution)
TTT: Fixed a chat spam exploit with corpses (Community Contribution)
Hopefully fixed C_FireSmoke particle crash for good
Undo the previous C_FireSmoke crash fix attempt
Let's try more null checking in C_ServerRagdoll::TestCollision
Better implementation of Player.IsUserGroup (Community Contribution)
Added second argument to util.Base64Encode - skipNewLines, defaults to false
Bone manipulations do not inflate player/npc render bounds as much
Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
Completely disable CHudHintDisplay and CHudHintKeyDisplay as well, since they are also not used in GMod
gmod_camera's zooming is now tickrate independent (Community Contribution)
TTT: Updated language files
Stop the crosshair color going white if the player's FOV is < 90
Completely remove CHudDeathNotice as it does nothing in GMod
Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself
Hammer: Added "Allow physgun" and "toolgun whitelist" keyvalues to func_lod
FIxed prop_vehicle_prisoner_pod (Sandbox Chair vehicles) forcing FOV to 90
Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
Potential crash fix in CMatQueuedRenderContext::Bind
Really take care of npc_barnacle crashes when something deletes its internal physics objects
Fixed OOB $frame on render targets crashing the game
This time it will work - disable some other stuff regarding material unloading that I missed
Kinda fixed crashes when bootil reallocates huge chunks of memory
Add sv_no_ain_files, defaults to 0
Automatically apply PROPINTER_FIRE_EXPLOSIVE_RESIST to all props that can deal explosive damage to prevent crashes
DComboBox works better on modal panels
Fixed Lua error with DTree_Node when self populating folders from filesystem end up with 0 files