repoGarrys Modcancel

8,596 Commits over 3,256 Days - 0.11cph!

4 Years Ago
SLAM tripmines now properly clean their laser when they are removed SLAM no longer tries to throw/place the entity immediately after switching to it if the player switched away during the placing/throwing animation
4 Years Ago
render.RedownloadAllLightmaps now also forces all props/entities to update their static lighting
4 Years Ago
Spawnmenu editable labels now stretch to fit the text being entered and do now overflow spawnlist panel width Added DLabelEditable.Set/GetAutoStretch, defaults to false
4 Years Ago
engine.LightStyle doesn''t crash with style=64
4 Years Ago
Limit pp_stereoscopy_size to +-11.5
4 Years Ago
Fixed manually entering alpha value for tool color selection not updating the UI Fixed up/down buttons for alpha on tool color selection not functioning DNumberWang.OnValueChanged is now only called when the value actually changed
4 Years Ago
Fixed prop fading not fading but instantly hiding props Fixed prop fading breaking/being affected by water/mirror reflections
4 Years Ago
Player.SetActiveWeapon( NULL ) now hides the view model as expected Player.SetActiveWeapon( NULL ) no longer causes next selected weapon to be force-lowered Player.PickupObject now force drops the given object before trying to pick it back up, so the object doesn't get stuck in an invalid state
4 Years Ago
point_message functions in multiplayer
4 Years Ago
Replaced usage of WM_ACTIVATEAPP with WM_ACTIVATE due to a possible Windows bug to hopefully fix system.HasFocus returning wrong value when the game was minimized by clicking on it in the taskbar
4 Years Ago
Fixed a "CUtlRBTree overflow!" crash to do with detail models (grass and stuff) on maps
4 Years Ago
x32/x64 -> 32/64bit
4 Years Ago
Fixed a crash when changing r_flashlightdepthres during runtime while having projected textures around
4 Years Ago
Allow all anim SENTs to automagically calculate their default rendergroup, fixing a bunch of render order issues with default tool entities and potentially all addons
4 Years Ago
Fixed PANEL:OnStopDragging being called multiple times per "dragging drop" (Community Contrib)
4 Years Ago
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4 Years Ago
Added extra info to "version" command to help debug issues
4 Years Ago
Fixed clientside DTVar callback not being called when setting an "Entity" type property to NULL
4 Years Ago
prevent self crash with ent_info worldspawn
4 Years Ago
Only Add the CSS thruster models to the tool's model list if CSS is mounted Fixed thruster's some effect throwing smoke in too random directions with some models
4 Years Ago
Removed a bunch of unused variables and merged double if statements across the sandbox gamemode (Community Contribution)
4 Years Ago
Fixed updating a Thruster stopping its sound after a short while instead of updating the sound if its active Thruster effects now try to conform to the thruster model, so a smaller model produces a smaller effect, a bigger model produces a bigger effect Thruster smoke effect acts more like smoke (gravity) and acts more like a thruster when not moving Thruster properly frees it's particle emitters
4 Years Ago
Cleaned up weird and unused code from Wheel Indicator effect
4 Years Ago
Spawning wheels, balloons, lamps, lights, cameras now applies the propspawn effect like other tools Fixed wheel ghost spazzing out when aiming at moving entities Fixed wheel ghost preview floating above certain surfaces unexpectedly
4 Years Ago
Improved networking precision of Origin and Start fields of CEffectData to be not useless, which fixes wheel's direction indicator having wrong angles on very flat wheel models
4 Years Ago
A less error prone random walk location for the example nextbot NPC
4 Years Ago
Added Nextbot.Set/GetMaxVisionRange()
4 Years Ago
Missed this file with SUPPORTS_GMOD_DT
4 Years Ago
Fix IP blacklist sometimes affecting wrong servers
4 Years Ago
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
4 Years Ago
GMod compiles without SUPPORTS_GMOD_DT
4 Years Ago
Added CNavArea.IsPotentiallyVisible( cnavarea ) Added CNavArea:IsCompletelyVisible( cnavarea ) Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
4 Years Ago
Added NextBot.IsAbleToSee( ent, useFOV = true ) Added NextBox:Set/GetFOV()
4 Years Ago
Replaced "Bad field in entity!!" warning with a far more descript one
4 Years Ago
Replaced usage of "Physgun" and "Physcannon" with "Gravity Gun" in the .fgd files used by Hammer to avoid confusion between GMod's physgun and the gravgun
4 Years Ago
Added SF_PHYSPROP_IS_GIB, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_START_CONSTRAINED, SF_WEAPON_NO_PLAYER_PICKUP and SF_WEAPON_NO_PHYSCANNON_PUNT enums (all shared)
4 Years Ago
Gravity gun now respects SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_NO_PHYSCANNON_PUNT, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PICK_UP and SF_PHYSPROP_ALWAYS_PICK_UP spawnflags like expected
4 Years Ago
Made Entity.Use's last 3 arguments optional, they default to: 2nd argument defaults to value of 1st argument 3rd defaults to USE_ON (matches player's +use) 4th defaults to 0 (Matches player's +use)
4 Years Ago
Fixed console deduplicating empty strings
4 Years Ago
Fixed default secondary ammo HUD not updating its visibility when secondary ammo type changes
4 Years Ago
Fixed combine soldiers only shooting 1 bullet per burst with SWEPs Fixed combine soldiers not using weapon rest times at all (only uses SWEP rest times now)
4 Years Ago
Move "CreateFragmentsFromFile: '%s' doesn't exist." to developer 1
4 Years Ago
Properly reset deduplication with messages < 10 characters
5 Years Ago
merge
5 Years Ago
merge
5 Years Ago
Get rid of Duplicate CLC_ClientInfo checks entirely
5 Years Ago
Cherrypick a fix
5 Years Ago
Cherrypick a fix
5 Years Ago
Dissolved entities now have zero G regardless of whether "Keep corpses" is enabled or not
5 Years Ago
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