repogarrysmodcancel

792 Commits over 2,740 Days - 0.01cph!

1 Year Ago
Make entity properties more resilient against EyePos issues
1 Year Ago
Fix weapon_medkit holstered healing regression (#1961)
1 Year Ago
Fixed a potential Lua error in DLabel:OnMousePressed Fixes garrysmod-issues/issues/5446 Update gmod_winch_controller.lua
1 Year Ago
TTT: fix knife effect_fn not being cleared (#1959)
1 Year Ago
Fix weapon_medkit merge error (#1960)
1 Year Ago
1 Year Ago
Move derma icon browser to a more sensible place So we don't have to worry about forcing clients to download a pointless file that returns on execution
1 Year Ago
Added vgui.Exists( classname ) (#1953)
1 Year Ago
Add the ability to override Tooltip's delay per panel (#1875) Adds the following methods to Panel: ```lua Panel:SetTooltipDelay( delay ) Panel:GetTooltipDelay() ``` Internally this sets the `numTooltipDelay` value on the affected panel. DToolTip's will also have the `OpenDelay` value, which is determined by the above functions, and defaults to the existing convar value.
1 Year Ago
Menu Support for `util.IsBinaryModuleInstalled` (#1927)
1 Year Ago
Refactor weapon_medkit (#1943) * Refactor weapon_medkit - Removed the ammo/idle timers and converted them to predicted netvars like weapon_fists - Divided up the Primary/SecondaryAttack functions into SWEP:CanHeal(entity), SWEP:DoHeal(entity), SWEP:HealEntity(entity), and SWEP:HealFail(entity) - Changed many constants to class variables to promote addon SWEP modification instead of copying and modifying the code - Heal success/failures now punishes both primary and secondary fire no matter which heal type it is to prevent being able to interrupt the medpack animation with the opposite heal type attack - Removed SWEP.MaxAmmo as SWEP.Primary.ClipSize was already serving its purpose - General optimisations/cleanup * Hanging space cleanup * GetHealth->Health * Remove default SWEP:Reload Doesn't cause issues currently, just doesn't need to call DefaultReload * Final cleanup - Changed Ammo to an empty string. "none" makes no difference - Only update the NextAmmoRegen netvar if ammo was given. Prevents regen from being on a constant cycle instead of action-based - Changed TakePrimaryAmmo to a plain SetClip1 to match what's done in SWEP:Think + skip some unnecessary logic * Small fixes - GetClip1->Clip1 - math.min(..., 0)->math.max(..., 0) when setting the clip - preventing it from being set negative instead of always being set to 0 - Healing sets the NextAmmoRegen to ensure regen always happens AmmoRegenFrequency seconds after the last heal * Use the local in CustomAmmoDisplay * deuglify trace code --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Create the Derma Icon Browser (#1734) A smart, menu state Derma Icon Browser utilizing DIconBrowser.
1 Year Ago
Contain DButton's image size if it's too big (#1954) * Crop DButton's image size if it's too big * Preserving aspect ratio of DImage * Clamp the icon's width as well, and position predictably Change positioning so that clamped icons are aligned with smaller icons nicely. --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
IncludeCS now returns result of include() (#1936)
1 Year Ago
TTT: Fix ironsight position when in singleplayer. (#1949) TTT: Fix ironsight position when in singleplayer.
1 Year Ago
Use snd_musicvolume instead of volume for loading screens (#1950)
1 Year Ago
PropSpawn effect safeguards Move TTT translations to TTT folder Fixed ToolGun:GetToolObject returning local players values for other players clientside
1 Year Ago
TTT: more translatability improvements and fixes (#1946) - Implement translations for TTT start new game menu - Implement translations for mute states notifications on chat
1 Year Ago
Fully remove timers when medkits are removed (#1942)
1 Year Ago
Simplify gmod_tool concommand code Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
1 Year Ago
Make string.ToTable work with numbers again Fixes garrysmod-issues/issues/5399
1 Year Ago
base_gmodentity:GetPlayerName doesn't return nils
1 Year Ago
Fixed ipairs being nil and GetOverlayText erroring (#1937) * Fixed ipairs being nil * Fixed GetOverlayText erroring when nw string is nil
1 Year Ago
Fix eye poser slider going outside of its bounds
1 Year Ago
Minor changes to internals of Derma_Install_Convar_Functions DSlider ConVar support, added OnValueChanged( x, y ) Fix race condition in eyeposer when resetting a selected entity
1 Year Ago
use table argument for string.Interpolate (#1933) Using table argument is actually faster. Here's the proof (Format - string.format; Interpolate is string.Interpolate in current version, and interpolate2 string.Interpolate in this pull request) https://media.discordapp.net/attachments/1033513273548611705/1065740111842639983/image.png?width=175&height=67
1 Year Ago
[Localization] Fixed typo (#1931)
1 Year Ago
TTT: update Ukrainian translation (#1932)
1 Year Ago
Update cfg/ from main repo Use string.format in other SendLua cases Get rid of "Sorry! You can't spawn that NPC!" message No other spawn command does this Added ToolObj:RebuildControlPanel Cache tool created cvars and use em Use the cache in ToolObj:GetClientInfo/ToolObj:GetClientNumber/ToolObj:GetServerInfo in appropriate realms Added ToolObj:GetClientBool Improve TOOL.Information display Should be tiny bit faster and doesn't modify TOOL.Information Faceposer uses new function & clean up
1 Year Ago
New way to move EyePoser, click and drag panel (#1918) * New way to move eyes, click and drag panel When selecting the eyes of an entity by right clicking it is possible to:<br> Set the position from where you are looking through a panel; <br> Where it is also possible, I left a squint, in or out. <br> <br> Did not understand? See the <br> Demo video: <br> https://user-images.githubusercontent.com/28203966/197897650-18053b35-84e9-4527-974b-8068f7f0bc71.mp4
1 Year Ago
Toolgun bug fixes (#1739) I noticed that there is a bug where the toolgun does not call Deploy on the first tool that is selected (both realms, so it's not a prediction thing), it's a simple fix. The bug is caused by SWEP:GetToolObject() being called before SWEP:Think(), which sets SWEP.Mode. Also fixed Holster being called twice in the name of releasing ghost entities. And finally, I have also re-enabled ToolObj:Allowed() on the client as FCVAR_REPLICATE now works for Lua ConVars.
1 Year Ago
Fix Pull Request #1728 Couldn't do it in the Pull Request itself sadly.
1 Year Ago
Improved DAdjustableModelPanel movement (#1728)
1 Year Ago
fix escapeables (#1930) * Update player_extension.lua * use string.format Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Fixed a regression caused by PR #1609 Faster string path extension methods Do not use string metatable methods in string extensions Apparently its faster this way
1 Year Ago
A few string lib optimizations (#1812) * A few string lib optimizations * Undo problematic changes StripExtension changes caused regressions with dots in folder names string.GetPathFromFilename changes caused severe performance loss when given a file name over a file path. Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Add string.Interpolate (#1480) * Add string.Interpolate * Throw error if lookup for key fails * Get rid of the assert * Simplify code Co-authored-by: sanny <sannysc@users.noreply.github.com> Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Simplify GM:OnUndo implentation
1 Year Ago
TTT: fix zoom keybind handling (#1929)
1 Year Ago
Call net.Receive "editvariable" once outside InstallDataTable (#1793)
1 Year Ago
Allow weapons and entities to set their own classname (#1299) "How could this possibly be useful?" Some weapons and entities are made to override ones created in the map, or default engine entities. A CS:S weapon pack would do this to make weapons on CStrike maps usable, however, sometimes class names will conflict with other addons that attempt to do the same thing. I made a convar in my weapon/entity pack to let the server owner decide whether to override default entities with SENTs or SWEPs, and this setting is taken into account when creating the weapon. I currently have to use a nasty __newindex hack to get the ClassName overwritten since weapons/ents.Register will force the name of the file upon the weapon, and this simple change will remove the need for that while not breaking any addons. The engine does the same exact thing with LINK_ENTITY_TO_CLASS since it manually sends in what it wants the entity class name to be, which is almost always different than the file name.
1 Year Ago
Add Server Operator Rules to Legal in options tab (#1911) * Add Server Operator Rules to Legal in options tab Added modding guidelines, community server and hosting guidelines, as well as the server operator guidelines to the legal tab in options, which was previously not made aware before. It's important to note, the server operator guidelines are not linked anywhere on Facepunch's legal section of the Garry's Mod website. * Add gmod_modding, gmod_servers, gmod_sor commands These commands will open the appropriate legal content. * Get rid of redundant "Server Guidelines" button Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Update CONTRIBUTING.md
1 Year Ago
Update CONTRIBUTING.md
1 Year Ago
Add translations for Limit and Cleanup hints (#1761) * Translations for Limit and Cleanup hints Code copied from 6485daa50a2faf898a16e5e17a3f05ff7005884e Related to Facepunch/garrysmod-issues#4781 * Fix mistake Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Optimize some points (#1609) * pairs -> ipairs in places where the table is only a numeric orderly table * new vector -> modify vector Thanks ExtReMLapin * micro oprimization * string.Implode -> table.concat * string.Implode to concatenate * string.Implode -> table.concat * micro optimize ScrW, ScrH calc * a little better readability Okay, it's gonna be like this. * revert -> table.concat * some changes * resolving confict * resolve confict * resolve confict * Fix unresolved * Localized children table and little changes One self.ChildNodes:GetChildren() call to locale using a cheap method of calculating the length of a serial array * Resolve confict * Using the usual numerical for There is no need to spend time on comparison every time, when you can just walk through the cycle to the penultimate element and say that it is not the last one, and then take the last element from the table and tell it that it is the last one. * Let's not create new vectors to create a box. * Added the math.ceil that has been lost in past changes. * A more readable MakeNiceName (#3) * A more readable MakeNiceName * Use string library instead of string methods * Performance Enhancements Co-authored-by: JarosLucky <snyashka@gmail.com> * Fix extra "end" in outputs.lua * Remove useless changes * Fix usage of non existent function Co-authored-by: CornerPin <cornerpinart@gmail.com> Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Fix a crash with DListView fractional column width Fixes garrysmod-issues/issues/5334
1 Year Ago
Added second argument to string.Comma (#1925) added the option to convert any string inserted as second argument into a custom pattern
1 Year Ago
Improve string.JavascriptSafe Update mainmenu.lua
1 Year Ago
If hud is disabled don't show lua error messages (#1917) * If hud is disabled don't show lua error messages Don't draw MenuDrawLuaErrors when hud is off in cl_drawhud