8,596 Commits over 3,256 Days - 0.11cph!
fix undefined behaviour in m_VoxWords population
Change PLAYERANIMEVENT_CANCEL_RELOAD's value to be closer to the rest pf Lua exposed PLAYERANIMEVENTs
Changed the default value of r_hunkalloclightmaps to 0
* Added PLAYERANIMEVENT_CANCEL_RELOAD enum
* Automatically fire PLAYERANIMEVENT_CANCEL_RELOAD on weapon switch
* Moved the Map and Source Engine version text when console is open a bit down so it can be read
Better npc_barnacle behavior with ai_ignoreplayers
Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
render.DrawSphere will no longer draw one less longitude step than specified
Chromium 65... scrolling is broken
GitHub:
* Changed Toolgun's holdtype from pistol to revolver to match the view model
* GetCreator now returns NULL for no creator, instead of nil
* Updated gm_video with console output on start/end, added vid_sound 1/0 to control sound recording, added console command help text
Added a bunch of new entity translations that might show up in the kill feed
test disabling g_FailedSounds on osx builds
Restore functionality of env_wind for now
file.Exists and file.IsDir will return false instead of nil when used on invalid files or files Lua has no access to.
Added file.Rename( oldFileName, newFileName ), same restrictions as file.Write/file.Open apply.
Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
Updated .fgd files (for Hammer) to include GMod specific Sandbox key values.
resolve ntfs junctions before passing resource directories to cef
sandbox
system flash is ok
use launcher exe for sub-process
Decode URI paths before handling asset requests
Same file ext -> mime type behaviour as awesomium imp for asset requests
Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion.
Vector/Angle.Mul and Div methods now have correct type checking and errors
cors whitelisting for asset protocol
Added Vector.Div( number )
Added Angle.__div, Angle.Div, Angle.Mul, Angle.Add, Angle.Sub
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
util.TableToJSON returns nil unless top-most element is an object or array
Fixed a stack overflow in DListView
Entity.DeleteOnRemove() can no longer remove players or the world
Added TYPE_PHYSCOLLIDE enum (OOPS)
CShaderAPIDx8::OverrideBlend no longer fucks up CTransitionTable::ApplyAlphaBlend
CShaderAPIDx8::OverrideBlend can now override blend operation
Added render.OverrideBlend (sry render.OverrideBlendFunc)
BLENDFUNC enums
move previous fix in to CBaseAnimating
Entity:SetModel no longer screws up datacache lock counts when called on CBaseAnimating ents
Clientside ragdolls of NPCs will properly inherit material override
Serverside ragdolls of NPCs will now properly inherit color and material override
Added CNavArea.SetCostSoFar( num )
Updated kb_act.lst
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