6,561 Commits over 2,983 Days - 0.09cph!
Fixed a potential crash with func_clip_vphysics
Fixed a crash when particles are attached to the world entity and the map is reloaded
Disable model/material/addon unloading/reloading stuff
Fixed a crash with physgun's primary fire when a grabbed entity gets removed/invalidated during OnPhysgunPickup
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Updated TTT language files
Disable materialsystem changes on dev as well
Update language files
Temporary safeguards for missing IsConCommandBlocked
Fixed duplicated constraints not getting the correct player argument (i.e. its always false after duplcation from file)
TTT: add a player mic volume slider to the scoreboard (Community Contribution)
TTT: fix table.Shuffle (Community Contribution)
TTT: fix propspec_allow_named setting not taking effect (Community Contribution)
Experimental "network to clients" option for Entity.ManipulateBoneAngles/Position (3rd argument, defaults to true)
Added xalign and yalign arguments to draw.WordBox (Community Contribution)
Fixed errors from GetInt() when text entry contents aren't numeric (Community Contribution)
Fixed eyepos transitioning from vector(0,0,0) serverside when entering a CPropVehiclePrisonerPod
Entity.PhysicsFromMesh can now also accept just a list of vectors
Fixed func_movelinear regression with the SetSpeed input when called with speed of 0
Fixed vbsp crashing when loading materials due to recent changes
Fixed net library not resetting its internal variables on level change
Added more debug info to "Invalid HitboxSet on something" warning
No console spam when unmounted materials have bad refcount which prevents them from being cleaned up
backwards compatible version of the Set/GetColor changes
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duplicator library now properly copies Lua-set color and material override, not just the Sandbox tool ones - Fixes some entities having improper color/material in dupe preview, such as the Fog/Sky/Sun editors
Let's try an Entity.Set/GetColor change - Make C++ return/take 4 numbers, and make a Lua override that takes/returns color objects instead - should be ~2x faster and GetColor now returns the proper color object
Added crash/infinite loop safeguards to Entity.SetMoveParent: Unlink self from previous parent, do not allow to parent to yourself, check for cyclic parents
Apply stack overflow protection to util.TableToJSON
Added IsConCommandBlocked
Player.ConCommand's queue clientside should now show addon name when running blocked concommands
ReloadModels completely on disconnect
Only clear unused materials, don't uncache
Reset entity FXBlend cache when the current view changes during a frame
Do not allow to use the "Drive" property on entities that are already being driven.
Only unmount .gma files when we clear unused materials
Do not clear unused textures after reloading models on disconnect (It is still being done just before loading onto a server/into singleplayer)
Added util.MD5/SHA1/SHA256 - all take a single string, and return a hex string
Reenable material cache clearing
Display a console message when ServerDL fails to download something
Bootil: Do not use recursion when importing JSON
Limited JSON import depth to 5000 ( should be more than enough for any legitimate uses ) to avoid stack overflows
Fixed "DownloadingFile" javascript function not being fired for Fast/ServerDL due to changes in last update
Fixed serverside Lua errors when making 0 width ropes
Fixed Lua errors in scoreboard when a player leaves the server
Added a second argument to util.GetModelMeshes - a table of tables where IDs are boneIds and contain a table of 2 keys: matrix and parent
ent_remove* no longer allows removal of the world entity
ent_remove_all no longer can delete players
Fixed a server crash when an npc_fastzombie tries to attack a non player entity
Fixed a server crash when item_ammo_crate is given an invalid ammo type
Fixed missing localization / Updated language files
Fix potential crashes with Entity.Firebullets when the entity is a player and has no active weapon
Get rid of leftover code from base scoreboard
Fixed players without a valid SteamID creating errors with the base scoreboard (Fixed Player.GetVoiceVolumeScale() returning nothing for such players, now returns 1)
Simple voice scale support for default scoreboard (scroll wheel on the mute icon)
Fixed a typo in one of the translation strings