767 Commits over 2,710 Days - 0.01cph!
Offline workshop changes
Necessary to display addons names and not error
Link to Garry's Mod wiki pages have changed. (#1637)
TTT: Portuguese translation fixes (#1636)
TTT: Update Portuguese translation (#1635)
Switched icon editor to sliders for skins/bg
Delete closecaption files
They are pointless here
volume to loading screen
Co-Authored-By: Nurdism <nurdism.io@gmail.com>
DisableClipping restores to oldstate
garrysmod-issues/issues/4375
Utilized: Vector and angle `Unpack` metamethods in`util.TypeToString` (#1622)
* Utilized: Vevtor and angle `Unpack` metamethods in`util.TypeToString`
* Updated: `TypeToString`
* Removed: Whitespace
Fix Faceposer forcing hidden flexes to 0
This caused problems with DME eyelids
64bit SRCDS UI theme fixes
DListView_ColumnPlain fix for extra panels
Fixes garrysmod-issues/issues/4365
Change prop_effects FX on hover
Model keyvalue works on more NPCs
Force 64k char chat limit
Updated language files
Translate more parts of the game's UI
Player model editor (+ search bar and resizeability)
Icon editor
Lua Errors message
Spawnmenu right click menus
Workshop mounting/fetching messages
Hide subscribe buttons with -noworkshop
And display a nice message that we are running in -noworkshop
TTT: Remove unused concommand (#1629)
TTT: fix infinite traitor selection loop in case of bad cvar value
See also PR #1624 , but this is simpler.
Sub/unsub for demos/saves/dupes
Update main_menu.properties
In-game WS save/dupe/demo updating
Steam workshop updating, and UI changes to enable that
steamworks.DownloadUGC support
Also make demos error nicely on a failure to download from workshop
Main menu subsctiptions include UGC
UGC = demos/saves/dupes, control.Addons.js got cleaned up a bit
Main menu out of engine fixes
DlistView.GetSelectedLine returns panel too
Fix for demo icons being black
Goes with the engine changes
Change DImageButton's example image
To be different from DImage in derma_controls
New "publish creation" UI
Updated language files
Fix errors from addons on spawnmenu creation
Open the tool UI on the first open, not on creation to avoid errors from addons
Get rid of steamworks.VoteInfo
steamworks.FileInfo already has this info
Merge branch 'master' of garrysmod
TTT: Added selector sphere to ttt_traitor_button in FGD (#1620)
Loading screen changes
Just minor stuff
Fixed Lua errors in Sandbox Control Panels
for sliders that use invalid/non existent convars
Changed Light Tool max brightness
there is next to no visual difference between 255 and 20.
Default value for gmod_suit in Sandbox
Bouncy Ball serverside only DTVar callback
No rate/install buttons for floating gma
ignoreZ for material
CSS shell sounds/hl1 suit VO fix
Skins/bodygroups for dupe icons
HEV option for utilities menu
cl_enable_loadingurl checkbox
Also moved cvar to c++ side because it wouldn't save otherwise
DTVar on client stuff
Add convar that allows players to disable viewing custom sv_loadingurls (#1265)
Added sql.IndexExists. (#1105)
Remvoe the unused arg from Player.PhysgunUnfreeze
Remove unused argument from the PhysgunUnfreeze call (#1604)
[`Player.PhysgunUnfreeze`](https://wiki.garrysmod.com/page/Player/PhysgunUnfreeze) doesn't take any arguments.
string.NiceSize KiB/MiB/GiB -> KB/MB/GB (#1615)
Updated Stack implementation (#1566)
* Updated Stack implementation
- Moved all data to array indicies for faster access
- Pop now errors when given invalid args
- Pop now returns the last element it popped (solves garrysmod-requests/issues/217)
- Various optimisations, biggest being changing table.remove to direct element removal in Pop
* Add PopMulti
* Make Pop(num>1) return the last element it popped instead of the first
Fixed undonum breaking undo
Workshop mounting message stuff
Player classes do not reset HP/AP on transition
Changes to Toolgun's Screen rendering
Spawnmenu opens tool UI on creation
GetTool little fix
This is for cases where Lua on the Tool Gun hasn't loaded yet.
minmax for CreateClientConvar
Allow simple_physics_prop to be ignited
Found on some HL2 maps
Tooltip handles contents on target pnl removal
Default behaviour should be unchanged
Set/IsEnabled support for some panels
Create hud_textures.txt
Only done for the train controls texture
Fixed RPG sounds cutting off somtimes
Old missed change, the laser sound was cutting off shooting sounds
Server unfavorite button
BUGBUG: The icons in the server browser offset text, find out why and fix
HEV Suit option for Start new game
Secondary Ammo HUD fits more digits
Weapon ammo types use smaller font
Add Unpack, SetUnpacked, and ToTable to Color (#996)
* Add unpack function to color
* Add Color.SetUnpacked/Color.ToTable
TTT: switch pairs to ipairs (#1610)
TTT: stop bleeding on respawn/death (#1611)
Icon editor error fixes
Errors when trying to load brush entities from picker.
Also loads bodygroups from picker now
DListView.SetFixedSize freeze fix
Floating .gma display improvements
Also fixes [unknown] names for players in some cases
Disable patterns in search boxes
Fixed bodygroups tab not showing in Player editor
Fixed bodygroups tab not showing in Player editor somtimes
gmod_maxammo fix for Sandbox
Don't create the convar 2 times
Remove hardcoded ammo type from SWEP:ShootBullet (#1502)
* Remove hardcoded ammo type from SWEP:ShootBullet
Also added additional arguments for secondary fire, force, and tracer frequency
* secondary -> ammo_type
cleaned up animations file (#1504)
* Micro optimize shared.
Removed double 'if client' and check for vehicle.
Remove unused PlayerSpawnTime table from base (#1602)
I couldn't find any references to the `PlayerSpawnTime`. Neither in Base, Sandbox nor TTT.
Also, [GitHub search revealed nothing either](https://github.com/search?l=Lua&q=GM+PlayerSpawnTime&type=Code).
alt to walk in default config (#1559)
Moved GM:PlayerShouldTakeDamage to serverside file (#1600)
* PlayerShouldTakeDamage is server-side only
It doesn't belong in the shared file...
* PlayerShouldTakeDamage is server-side only
Moved `PlayerShouldTakeDamage` over to server-side counterpart.