8,596 Commits over 3,256 Days - 0.11cph!
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
render.RedownloadAllLightmaps now also forces all props/entities to update their static lighting
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
engine.LightStyle doesn''t crash with style=64
Limit pp_stereoscopy_size to +-11.5
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
Fixed prop fading not fading but instantly hiding props
Fixed prop fading breaking/being affected by water/mirror reflections
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
point_message functions in multiplayer
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
Fixed a "CUtlRBTree overflow!" crash to do with detail models (grass and stuff) on maps
Fixed a crash when changing r_flashlightdepthres during runtime while having projected textures around
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
Fixed PANEL:OnStopDragging being called multiple times per "dragging drop" (Community Contrib)
Added extra info to "version" command to help debug issues
Fixed clientside DTVar callback not being called when setting an "Entity" type property to NULL
prevent self crash with ent_info worldspawn
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
Removed a bunch of unused variables and merged double if statements across the sandbox gamemode (Community Contribution)
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
Cleaned up weird and unused code from Wheel Indicator effect
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
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
A less error prone random walk location for the example nextbot NPC
Added Nextbot.Set/GetMaxVisionRange()
Missed this file with SUPPORTS_GMOD_DT
Fix IP blacklist sometimes affecting wrong servers
Now it compiles with SUPPORTS_GMOD_DT as well (oops)
GMod compiles without SUPPORTS_GMOD_DT
Added CNavArea.IsPotentiallyVisible( cnavarea )
Added CNavArea:IsCompletelyVisible( cnavarea )
Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
Added NextBot.IsAbleToSee( ent, useFOV = true )
Added NextBox:Set/GetFOV()
Replaced "Bad field in entity!!" warning with a far more descript one
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
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)
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
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)
Fixed console deduplicating empty strings
Fixed default secondary ammo HUD not updating its visibility when secondary ammo type changes
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)
Move "CreateFragmentsFromFile: '%s' doesn't exist." to developer 1
Properly reset deduplication with messages < 10 characters
Get rid of Duplicate CLC_ClientInfo checks entirely
Dissolved entities now have zero G regardless of whether "Keep corpses" is enabled or not
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