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702 Commits over 853 Days - 0.03cph!
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TTT: Change ammo type capitalization (Pull Request)
New TF2 map icons
L4D1 entity placeholders
Fix recent changes to Entity:NetworkVar and naughty addons erroring
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Fix yet another crash with func_rotating changes
Fix some asserts
Limit DAdjustableModelPanel FOV to 0-179
Do not force nextbot/SNPC render group to opaque by default
Let the engine decide.
More Sandbox entity and tool clean ups
* Removed redundant calls to SetMoveType and SetSolid
Fixed certain sandbox tool entities not saving certain settings in duplications
Such as being frozen by the tool gun.
Consistency pass on Sandbox tools
Duplicator saves "Make Persistent" setting
Added ENT.WantsTranslucency and use it for sandbox entities
If set and ENT.RenderGroup is not, and the default calculated render group is opaque - switch render group to RENDERGROUP_BOTH
This works better than forcing RENDERGROUP_BOTH at all times - for example when you want to draw translucent/transparent effects when the entity's model is opaque and therefore the default render group is opaque and does not call ENT.DrawTranslucent
Display HLTV client connect messages differently
Do not wait for SteamID validation for HLTV clients that will never come
Fix tags for HLTV servers, add extra hltv:1 tag
Hide HLTV servers from the server list
They can't be displayed properly side by side right now
Clean up pass on Sandbox Tools
Cleanup pass over sandbox ents
Added NPC:AdvancePath
Added net.Abort
Fixed crashes due to dangling CSoundPatch pointers
Hide "Couldn't load shader dll" behind developer 1
Fix 2 community.properties translations that had typos
Fixed crashes when trying to navmesh.Load too early
Still not recommended, but it will work now.
Updated TTT: Transition to SteamID64 (Pull Request)
Faceposer: better handling of too many flex controllers
When model has too many flexes, display a message and disable non functioning sliders
Probably fixed "room_type" ConVarRef warning on linux SRCDS startup
Remove even more useless files from linux SRCDS
Fix nav_generate/edit trying to use unknown commands/convars
Run nav_analyze on gm_construct navmesh
Disallow some SetNW/GetNW methods being usable on NULLs without errors
Rip out "Setup Steam Install Path" stuff that is unused
Less console spam in vbsp output and others. Also touches how "low violence" settings are handled
Fix vbsp complaining about a missing cvar gmod_unload_test
Fixed npc_strider code causing mat_dxlevel warning on start up
Try not shipping useless client files with Linux SRCDS
Do not print pointless "Couldn't load shader dll" on linux srcds
Minor base weapon fixes
* Fixed bugbait animations when using alt fire right after throwing a bait
* Fixed Ar2 eating 2 extra bullets when trying to fire right after using alt attack
* Fixed shotgun locking up when holding reload and attack buttons during the reload animation
Fixed 3rd person anim events playing in 1st person sometimes
This applies only to player entities. Fixes shotgun playing extra pump sound when holding reload key while firing
Apply proper attenuation to func_rotating looping sound
Fix IGModAudioChannel:SetPan not using float inputs
switch func_rotating to use CSoundPatch for its looping sounds
Fixes garrysmod-issues/issues/5629
Merge Pull Requst
* Refactor list.lua
Fix viewpunch prediction errors when landing
Merged Pull Request
* Round down DGrid column/row sizes to get rid of 1 pixel gaps
Fix tail/current seeking for files stored in VPK
TTT: Fix Turkish translation file
Added ENT:TranslateSchedule and ENT:OnStateChange for ai sents
Added ENT:OverrideMove and ENT:OverrideMoveFacing for ai ents
Prevent crashing when accessing out of bounds light styles
Try bumping MAX_LIGHTSTYLES to 128 (from 64)
Fix nav places being cutoff by 1 character
Revert "Nuke unused vote_controller stuff from gmod"
Causes network incompatibility
More panel related clean ups
Removed DHScrollBar:Value() and DVScrollBar:Value()
Doing the unthinkable. Both functions just returned nil, so probably no addon uses it.
Cleanups + Fix DListBox selection
Hide CC_GMOD_Tool and CC_Face_Randomize
Sandbox only globals that should've never been globals
Minor clean ups
Fixed config.cfg failing to load on game start up
Do not register duplicator related stuff clientside (Sandbox)
Minor cleanup in matproxy library
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Merge Pull Requests
* Added math.tau
* Added option to force override child tables in table.Merge
Update TTT
Added Turkish translations
Merge Pull Requests
* Significantly improve the performance of SortedPairs
More clean ups
Player:SetPData transition to use SteamID64
This change is backwards compatible and will eventually convert all data to use SteamID64 keys, instead of UniqueID.
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Minor code adjustment
Allow poster rendering during render.RenderView
Prevent empty gun sounds when trying to secondary fire certain weapons underwater
Init vectors when GetSequenceLinearMotion fails
Fix env_skypaint flickering when not given a valid sun normal
Do not allow HL2 helicopter to be dissolved by AR2 altfire
Fixed func_instance's overriding base map revision
Fixes for default ammo hud interactions with SWEP:CustomAmmoDisplay
Restore how CreateParticleSystem handled optional arguments
sigh
Placeholder portal 2 entities to fill gaps on maps
glualint menu code
Merged Pull Requests
* Allow omitting slot parameter to NetworkVar
* Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props
Actually include the functional part of SolidEnergy shader (DX9 only)
Panel:GetText/Value now returns text of RichText panels
Don't play ammo pickup sounds for NPCs
Fixed addon file conflict problem duplicating file paths on remount
Merge Pull Request - return true for EntityFireBullets in base gamemode
This allows multiple hooks to modify the bullet structure
Turn Lua effect creation warnings to non halting Lua errors
Fixed NPC:SetSquad not working when the NPC has no squad
Added IGModAudioChannel:GetBufferedTime()
Minor code adjustments
Entity.SetPreventTransmit can now accept a table of players or a filter
Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw
Added NPC.SetIgnoreConditions/RemoveIgnoreConditions
Enable episodic behaviors for npc_citizen
Improve autorefresh handling for lua_openscript scripts
If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules.
Added ENTITY:TranslateActivity( act ) for `ai` type entities
Do not handle spawnicons and posters during render.RenderView
Added GM:PostEntityFireBullets( ent, info )
This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false
Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called.
Altered how missing members of GM:EntityFireBullets return table work
They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical
Bump ents library limits to MAX_EDICTS
Fix citizens healing players with ai_ignoreplayers 1
func_door looping sound fixes
Bump ents.FindInCone/Box return limit to match FindAlongRay (1024)
Added lua_refresh_file <path>
Merged Pull Requests
* Fixed an infinite loop with string.Comma
* Fixed server browser showing lowercase gamemode names for empty categories
Mention nav_quicksave 2 in its description
Merged Pull Requests
Added math.Factorial
Added language string for g_ragdoll_maxcount
Delete crashhandler.dll/so
I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically
TextEntry improvements
* Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset
* Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text
Main menu workshop changes
Allowed to favorite addons through menu UI
Favorite and Vote Up/Down are now better synched with real values
Favorite categories are not cached
Added missing TF2 map icons
Fallback shaders only if they don't exist
Added SolidEnergy shader from CS:GO
Enables certain things to draw correctly from Portal 2 and Black Mesa
Change default value of mat_depthbias_shadowmap to 0.001
Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want.
Add g_ragdoll_maxcount to server settings in spawnmenu
Minor code adjustments
RT_DEPTH_ONLY > RT_DEPTH_NONE for projected textures
Minor changes from upstream
Fix SteamID placeholder calculation for clients with no SteamID
Make CreateConVar type errors non halting
experimental: dont break mods
Fixed crashes due to CSoundPatch
Fix OOB crashes with Entity.GetAttachment
Add optional argument to Loco:Jump - activity
Unhide r_portalscloseall
Added Vector:Distance2D[Sqr](Vec)
Entity:SetIK is now shared (was clientside only)
Added GM:HandlePlayerArmorReduction( ply, dmginfo )
This change moves the armor reduction system to Lua (base gamemode), allowing full control over it.
Make it easier to select addons in the Addons list (Pull Request)
Reduce Panel:DrawTextEntryText type checking
Causes issues with existing addons
Add custom icons for tree nodes in spawnmenu categories (Pull Req)
Added GM:CanCreateUndo hook (Pull Request)
Added new CRecipientFilter functions
CRecipientFilter.AddPlayers( table or filter )
CRecipientFilter.RemovePlayers( table or filter )
CRecipientFilter.RemoveMismatchedPlayers( table or filter )
Add "Bone" field for Entity:GetAttachment