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697 Commits over 2,465 Days - 0.01cph!

21 Days Ago
func_tanklaser sound fix PropSelect:AddModel throws error on invalid input Added more portal entities to the spawn menu Updated effects library Fixed effects changing their entity table if accessed too soon. Added the "trace" debug console command Added NPCData.SnapToNormal Make npc_security_camera duplicatable
25 Days Ago
TTT: update Turkish language (#2066)
25 Days Ago
TTT: optimise radar ping network traffic (#2064)
25 Days Ago
Make toolgun reload use util.TraceHull for consistency (#2067)
28 Days Ago
TTT: Use new game.CleanUpMap argument
28 Days Ago
Fixed text of game_text being cut off if too long Use string.StartsWith over StartWith Fixed regression with duplicated NPC being forced to drop to the ground Whip out Paint tool when selecting a decal Prevent errors with IconEditor and DAdjustableModelPanel with no entity Fixed problem counter not updating when problems are fired too early Adjustments to fallback main menu Enable asset:// for loading screens Fixed a bug with markup library Allow constraint.Keepupright on more entities Fixed a regression with Entity:NetworkVar Minor cleanups Added DMenuOption radio setting Fixed DMenuOption:SetChecked not calling OnChecked Read-Only file problem handling Allow right clicking in Bodygroup/Skin entity properties CreationMenu validates the panel it wants to parent to Workarounds around game.CleanUpMap() due to bad addons
28 Days Ago
TTT: Use net.Read/WritePlayer (#2063)
28 Days Ago
TTT: Use player.Iterator (#2062)
29 Days Ago
TTT: Replace self.Weapon/self.Entity with self (#2060) * self.Weapon -> self * self.Entity -> self
30 Days Ago
Fixed can_rag_pin_inno overwriting can_rag_pin (#2059)
30 Days Ago
Prevent infinite loop from `panel:SetDragParent` (#2058) * Prevent infinite loop from `panel:SetDragParent` * Prevent DND infinite loop from `panel:DragMousePress` * Remove DND infinite loop prevention from `panel:SetDragParent` * Remove early return in `p:DraMousePress` This will allow the rest of the method to run even if the drag parent is the panel itself
31 Days Ago
Fixed util.IsBinaryModuleInstalled using the wrong FS path (#2057)
42 Days Ago
More linter base fixes Removed DColorMixer:TranslateValues Removed useless calls to table.Copy in DListView More robust Elastic value calculations, does not rely on integers for boolean inputs Removed usage of some deprecated functions
42 Days Ago
Fixed table.Add infinite loop (#2055) Putting the same table twice in table.Add will freeze the game forever.
43 Days Ago
Minor code fixes via LuaLS diagnostics It's mostly usage of non existent globals or function arguments Fixed a regression with env_sky + other editors inherit map values now MInor adjustments "Server" menu bar option Making those settings more visible to the average player. Also made all the options grayed out consistently with their ability to function at a given moment Don't record certain pointless convars/commands in demos Probably a lot more of these need doing Fallback menu for when menu.html doesn't exist Should also be used on x86-64 when chromium doesn't launch for whatever reason.
43 Days Ago
Fixed Taunt Camera making view roll permanent Not a perfect fix, but it works
2 Months Ago
Entity translation for scripted_sequence Fixed spawnmenu "Save Changes" / "Revert" buttons not having icons Regression from garrysmod/pull/1954 Fixed no loading screen when playing demos Fixed a bad thing with HTML translations Removed unused code from loading screen Removed usages of GM:LoadGModSaveFailed clientside Update icon_progress.lua Fixed a visual bug with drag'n'drop When the dragged panel's local position is higher than 2048 on any axis Duplicator uses `CurHealth` instead of `Health` Avoid issues with `Health()` function. Also make the NPC inherit duplicator table correctly Base gamemode supports DMG_REMOVENORAGDOLL for players
3 Months Ago
Make DeathNoticeEvent verify if the entities are players (#2040) * Make DeathNoticeEvent verify if the entities are players * Add IsValid checks
4 Months Ago
Clean ups Do not force render group of base SNPC/nextbots let the engine decide based on the NPC model Use ENT.WantsTranslucency for Sandbox entities duplicator saves "Make Persistent" setting Fixed misspelled community translations Clamp DAdjustableModelPanel FOV to 0-179 Faceposer: improved handling of too many flexes Fixed some sandbox entities not saving some settings in duplications Such as being frozen by the physics gun Fixed a regression introduced by PR #1787 Fixes issues with addons passing incorrect data types to Entity NetworkVar
4 Months Ago
made ammo types reflect game.GetAmmoTypes (#2035)
4 Months Ago
TTT: Replace most SteamID usage with SteamID64 (#2029)
4 Months Ago
Cleaning up vgui files
4 Months Ago
Refactor list.lua (#2024) - Refactor for optimisation, better var naming, and new code style standards - Remove doc comments
4 Months Ago
Rounding pixels to get rid from 1 pixel abnormal shift (#2034)
4 Months Ago
TTT: Fix Turkish translation file
4 Months Ago
Do not register duplicator related stuff clientside (Sandbox) Minor cleanup in matproxy library
4 Months Ago
Add chainstodoor to Door @BaseClass in base.fgd (#2031)
4 Months Ago
minor cleanups util.SetPData transition to SteamID64
4 Months Ago
Clean ups PLayer:SetPData transition to SteamID64 This is backwards compatible and will eventually convert all data to use SteamID64
4 Months Ago
Significantly improve the performance of SortedPairs (#2015) * Improve sortedpairs performance * Fix Keys typo, styling consistency
4 Months Ago
Add option to force override child tables in table.Merge (#1951)
4 Months Ago
Add math.tau (#2030) Convenience var for a well-established constant. Improves readability of code for formulas that typically use tau over 2pi. Fixes garrysmod-requests/issues/2216.
4 Months Ago
TTT: added Turkish Language (#2028)
4 Months Ago
Make Sky Editor inherit values of existing sky on spawn Minor code adjustments Fix conflicting addon problem stacking file paths
4 Months Ago
DT/NetworkVar Changes (#1787) This is an attempt to close garrysmod-requests/issues#798. This allows you to omit the slot of DT/NetworkVars, which simplifies DataTable inheritance. ```Entity:IsDTVarSlotUsed(typename, slot)``` and minor optimizations are also included. The DT/NetworkVars slot parameter can either be nil or completely omitted: ``` local ENT = {} ENT.Type = "anim" function ENT:SetupDataTables() self:NetworkVar("Int", 1, "Base1") self:NetworkVar("Int", 3, "Base2") self:NetworkVar("Int", 5, "Base3") self:NetworkVar("Float", 0, "Base4") self:NetworkVar("Float", 1, "Base5") if SERVER then self:SetBase1(1) self:SetBase2(2) self:SetBase3(3) self:SetBase4(4.4) self:SetBase5(5.5) end end function ENT:Initialize() print(self, self:GetClass()) for i=0, 31 do if self:IsDTVarSlotUsed("Int", i) then print("Int " .. i .. " used", self:GetDTInt(i)) end end for i=0, 31 do if self:IsDTVarSlotUsed("Float", i) then print("Float " .. i .. " used", self:GetDTFloat(i)) end end PrintTable(self:GetNetworkVars()) end scripted_ents.Register(ENT, "github_test") local ENT = {} DEFINE_BASECLASS("github_test") ENT.Base = "github_test" function ENT:SetupDataTables() BaseClass.SetupDataTables(self) self:NetworkVar("Int", nil, "Test1") -- backfills Int 0 self:NetworkVar("Int", "Test2") -- backfills Int 2 self:NetworkVar("Int", "Test3") -- backfills Int 4 self:NetworkVar("Int", "Test4") -- uses Int 6 -- Int 0 through 6 are used self:NetworkVar("Float", "Test5") -- uses Float 2 self:NetworkVar("Float", "Test6") -- uses Float 3 -- Float 0 through 3 are used if SERVER then self:SetTest1(-1) self:SetTest2(-2) self:SetTest3(-3) self:SetTest4(-4) self:SetTest5(-5.5) self:SetTest6(-6.6) end end scripted_ents.Register(ENT, "github_test_child") ```
4 Months Ago
Replaced util.TraceLine by util.TraceHull for tool traces. Fixes trace bypassing parented props (#1890)
4 Months Ago
Allow multiple hooks to modify the bullet structure (#1254)
5 Months Ago
Remove TF2 stuff from 360controller.cfg Changes to Options menu Update .gitignore Armor reduction system Added g_ragdoll_maxcount to spawnmenu This is a common issue among players where the cvar is set to 0 and NPC bodies despawn instantly Main menu workshop related changes Add to Favorites function, and vote up/down sync and display improvements Added dummy FizzlerVortex matproxy Fixes some Portal 2 mats to work out of the box Spawnmenu NPC improvements Save and restore NPC (max) health, make the correct NPC spawn when duplicated Read settings/users.txt from MOD path Fix Sandbox gamemode calling SetBodyGroups with nil Code style clean ups Consistency within touched files
5 Months Ago
Add math.Factorial (#1938) * Add a factorial function to the math library * Make everything norm-friendly * Use a loop instead of recursive * Remove recursive from the comment --------- Co-authored-by: Maxime <72105771+MaaxIT@users.noreply.github.com>
5 Months Ago
Fixed Infinite loop on string.Comma when second parameter is numerical. (#2025)
5 Months Ago
Fix GetHighestKey not choosing anything if values are all 0 (#2026) Fixes totally empty gamemodes not using *any* description, instead falling back to internal folder name
5 Months Ago
Add custom icons for tree nodes in some spawnmenu categories (#2001) * Added list for sent category custom icons in spawnmenu * Added list for npc category custom icons in spawnmenu * Added list for vehicle category custom icons in spawnmenu * Added list for weapon category custom icons in spawnmenu
5 Months Ago
Add CanCreateUndo hook (#1685)
5 Months Ago
Make it easier to click on addons in the Addons list (#2018) * Click to check * Add listener only to the Description Remove extra spacing Add removed spacing * Move click handler to the workshopicon
5 Months Ago
Add PreRegisterTOOL hook (#2022) Considering https://wiki.facepunch.com/gmod/GM:PreRegisterSENT and https://wiki.facepunch.com/gmod/GM:PreRegisterSWEP both exist, i figured PreRegisterTOOL should exist too. It'd help with preventing some tools from loading / modifying tools.
5 Months Ago
TTT: Prevent error when NPC fires SWEP derived from weapon_tttbase (#2023)
5 Months Ago
Use Brackets for keys in PrintTable (#1754) To avoid confusion when there is [357] and ["357 "] for example. Example of how that looks: ``` [0.000000 0.000000 0.000000] = Vector [1] = Number [Entity [0][worldspawn]] = Entity ["stringIndex"] = String ```
5 Months Ago
Clear DoF_Ents table on DOF_Kill (#2020)
5 Months Ago
Fixed targetID being jumpy/jittery Clean ups
5 Months Ago
Add sequential parameter to net.Read/WriteTable (#1866) * Add sequential parameter to net.Read/WriteTable * Break instead of return * Update net.lua --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>