6,561 Commits over 2,983 Days - 0.09cph!
Deprecate Type::INVALID & added Type::NONE
CLuaInterface cleanup
Added Angle/Vector types to public Lua interface (+optional use of source's angle/vector types)
Removed ILuaInterface::ThreadLock/ThreadUnlock, ILuaInterface::SetupInfiniteLoopProtection
Removed GMMODULE definition, GLua namespace
Added ILuaBase::SetState
ILuaInterface::PushColor/GetColor use Color class instead of LuaColor
A bunch of cleaning between ILuaInterface/ILuaBase
GM:RenderScreenspaceEffects will no longer be called with ViewData.dopostprocess set to false
Fixed floating addons not being mounted on dedicated servers
Fixed a problem where soundscripts would be precached as sound files causing lag
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Fixed GMad stopping writing the .gma once it encounters an empty file
* Player.SetMuted()'s first argument now actually works
* Player.ScreenFade is now shared
Removed files generated by Lua builds
Deleted some more unused binaries
Render shadows that have already been cached even after the r_shadowmaxrendered limit
Added "alpha" option to render.Capture (def true), set to false to disable alpha(make it full opaque)
* Clamped possible values of render.SetLightingMode to 0-2 to avoid crashes
* render.Capture's alpha channel is now always fully opaque
Fixed debug builds
Replaced queued console-print vector/mutex with TSList
Automatically build garrysmod_tools (on Windows)
Added $Group keyword to VPC, sets solution folder to place directory under in Visual Studio
Added garrysmod_tools to groups.vgc
'Updated' dx9sdk to February 2010
Removed use of old DirectShow API from Hammer
Fixed hammer compilation issues
CBaseLuaInterface::IsType won't call lua_type twice
Silence copybins_win32.bat
Use memcpy for copying LightDesc_t objects in to shaderapi
CMatRenderCallQueue allocations now use a fixed-size buffer
Removed ref-counting from render contexts
Removed all code that could dynamically create render contexts (unused anyway)
* OpenURL now works with about:blank
* <gamemode>.txt convars get the LUA_SERVER flag instead of GAME
Reduced size of StudioRenderContext_t slightly
Replaced usage of ICallQueue with allocation-less & refcount-less queue for multicore rendering
Small optimizations to MeshBuilder::AdvanceVertex, CVertexBuilder::*3fv methods
Replaced implicit constructor for StudioRenderContext_t with memcpy
* <gamemode>.txt convars now have GAME flag and can be hooked onto with cvars.AddCallback
* "Live" persistence changing, fixes persisntence not loading the correct save when set from server.cfg
CVisibleShadowList::PrioritySort uses quicksort
Removed slow condition from CVisibleShadowList::EnumShadow
Light cache max entry count changed to 8287
Improved light cache hashing algo
Never allow light cache cache-misses
Removed use of CUtlEnvelope (allocations) in CMatQueuedRenderContext::SetAmbientLightCube - was super slow
Undo test changes, merge in whatever pre-release has that main doesn't
copybins_steam.bat, testing steam deployment
Don't bother compiling shaderapidx10 module (it isn't even shipped!)
Removed every automatically built binary/vpk
Automated Linux DS Build #557
Automated Linux DS Build #556
Automated Linux Build #556
Automated Linux DS Build #555
Increased panel size, position, clip data sizes to int ( Fixes a problem with spawnmenu addon list fucking up with too many addons )
Merge OSX compilation fix from /prerelease
Automated Linux DS Build #554
Automated Windows Build #554
Automated Windows Build #553