8,596 Commits over 3,256 Days - 0.11cph!
Roll back changes to IsFirstTimePredicted (causes issues with many addons)
Added "Where Is" button to mat_texture_list to help debug addons overwriting materials/textures
Update bass.dll (mp3free) to 2.4.15
Update bass.dll (mp3free) to 2.4.15
Added mat_dumpmaterials for debugging purposes
Reduced wait time in the confirmation dialogs from 2s to 1s
Connect confirmation dialog now pings the server and displays info about it
Added serverlist.PingServer
Fixed potential issues with serverlist.PlayerList (not canceling the request when destroyed too soon, trying to call nil objects)
Undo unintended changes to the example nextbot npc
Fixed inconsistent NEXTBOT:OnEntity(Lost)Sight behavior
Do not try to precache HL1 models/materials on map load, for cases when HL1 is not even mounted
Do not force precache HL2:Lost Coast harpoon either
Fixed HL1 scientists screaming non-stop after getting damaged
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ErrorNoHalt when file.Open is given incorrect read/write mode (used to silently fail)
serverside gibs inherit rendermode/fx
Fix mounting support for G String game
Added ITexture.GetNumAnimationFrames()
Added ENTITY:GetPreferredCarryAngles( ply ) ("anim" type SENTS only)
Added Player argument to GM:GetPreferredCarryAngles
Fixed weird freeze in the server browser due to SteamAPI
Load size for floating .gma addons
Added "Size" display to every addon in the Addons menu
Fixed crashing when unsubbing from addons while in game
NextBot NPCs are actually considered NextBots on client
Added missing decals/playerlogo files (for all 128 player slots)
More strict type checking for Entity.SetMaterial
You can now CTRL+A in console (or any other RichText) to select all text
Pressing CTRL while a RichText element is focused will no longer reset selection, and neither will copying the text
Lua created materials are actually properly being released now, with safeguards against recreating materials with same name and proper refcounts
Fixed Entity.Set(Sub)Material leaking material reference count on entity removal
Added "Disconnect" button to the openurl/connect confirmation dialogs
openurl/connect confirmation dialog is more resistive to spam, the "Yes" button is initially disabled for 2 seconds
Servers that failed to respond to the info request/ping are now shown in the server browser under "Unreachable Servers" section
Added "Disable Sprays" checkbox to the Options menu
Fixed not being able to see updated spray image of a player that rejoins the server after changing their spray image until the game is restarted (Also fixes their old spray image becoming error texture)
GitHub:
- Kefta: Added weapons/scripted_ents.PreRegistered hook [table can be modified in hook, return false to block registration]
- GitSparTV: Remove string.__index error [and fix false values in the string metatable not returning]
- kunacha: list.Add should return the index the object was placed at
Do not save ERROR spawnicons to disk when rendering manually, unless of course we are rendering models/error.mdl itself
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Fixed a memory "leak" when building cubemaps
Prevent crashing when the BoneToWorld matrix is null
Added position to buildcubemaps console messages
Added additional info to "MaterialSystem: Out of memory in render data!" warning
Better error string for k_EResultBanned to not scare players. Used to say "VAC Banned", which is inaccurate.
Fixed "vertexlitgeneric" not doing anything as a parameter of Material(), now sets the expected shader, prevents $vertexalpha 1
Added basic support for bone followers on "anim" type SENTs - Entity.CreateBoneFollowers, Entity.UpdateBoneFollowers, Entity.DestroyBoneFollowers (All serverside only)
"anim" type sents will render their physics object with vcollide_wireframe if there exists one clientside (yellow for clientside physobj, green for model index vcollide)
renderfx is copied to clientside ragdolls like it is for serverside ragdolls
Fixed console spam from the Paint tool
IsFirstTimePredicted now returns true out of prediction
forgot to add the new images
Show the map & the server you are joining on the loading screen
Sprays now kinda work in singleplayer
Cleaned up duplicate collisiongroup rules
Lua created materials ( CreateMaterial ) are now cleaned up on map shutdown
Prevent potential crashes in CShaderAPIDx8::CopyRenderTargetToTextureEx
DMenu.Open now checks for existence of Panel.IsModal to prevent errors on servers running beta branches while clients do not
Fixed a minor copy paste error with the addons menu
ENT.Initialize for clientside only entities now acts similarly to networked entities