767 Commits over 2,710 Days - 0.01cph!
player.GetByAccountID( ID ) (#1309)
Fix incorrect hand grenade translation key (#1496)
* Fix incorrect hand grenade translation key
TTT: remove version string
HL1 sound stuff
Turret classname translations changes to differentiate which one is
which
HL1 stuff for chapter names and whatnot
HL1 Sentry soundscripts
Revert skill.cfg to HL2's/EP2's (#1498)
- Changed sk_npc_head from 5 to 3
- Uncommented sk_advisor_health
Added HL1 NPC language strings (#1492)
* Added npc_advisor and npc_ichthyosaur language strings
* Update npc-ents_english.txt
TTT: fix zoom-out animation always playing when reloading (#1491)
Replaced SortedPairs* and RandomPairs with better implementations (#1167)
Replaced SortedPairs* and RandomPairs with better implementations
No deep copies of tables are made anymore
Fixed a crash that could occur when a table is self referencing
Fix weapon_medkit (#1481)
Changes:
* Toggles lag compensation on the player while performing trace in PrimaryAttack
* Allows PrimaryAttack to heal to player's max health instead of a constant 100
prevent PrintTable() from iterating over the table that it's currently processing (#1340)
DNumberScratch zoom freeze
Press SHIFT to freeze zoom at current level.
Improved scratch decimals support (#1438)
TTT: Make first-person spectating not draw the label of the spectated player (#1486)
- Show label of spectated player instead
- Prevent magneto stick help text showing for spectators
Only try to stop multiplayer spam with dupe saves
Minor Duplicator changes
* Can no longer immediately resave an armed dupe
* More safeguards against bad user input
* Better server logging for dupes and saves
Fixed exploit to lag out servers really bad (#1478)
Fixed exploit to lag out servers
Some fixes
Reduced lag with a very huge amount of notifications
Reduced probabilty of the game crashing when rendering dupe icon
Optimized animations (#1399)
Replaces Length2D calls with Length2DSqr for speed.
Use FL_ANIMDUCKING for crouching anim
Fixed not being able to +use ents in player clips
Updated scripts/ folder
Default Spawnlists updated
Added default presets
Updated soundscape files to match the live game version
ScriptedEntityType now works same on all ent types
IsValid micro-optimisation (#1402)
Saving the table access saves an __index call in the case of metatables, entities, and panels.
Fixed paint tool not clearing entity mods on reload (#1474)
Previously, these entity mods weren't being cleared, so if you removed the decals from an entity and then duped/saved it, the copy would still have the decals applied.
Poser Tool and DNumSlider updates, Lang files updtd
Faceposer got major BUFFs, Finger/Eye posers work on effects, DNumSlider
new features
Fixed HUDPickup after changelevels
GM.PickupHistoryLast value persists over changelevels!
BodyGroup support for NPCs in Sandbox
AddFavServer button stuff
Make GetCreator return NULL for no creator (#1381)
Type-consistency
Change gmod_tool's holdtype to revolver (#1347)
The viewmodel has two hands!
menu/video.lua update (#1459)
* Made variables local
* Added sound convar
* Added feedback messages
* Added helptexts
Added a bunch of new entity translations
Added a bunch of new entity translations that might show up in the kill
feed
TTT: remove unnecessary CollisionRulesChanged call for ragdolls (#1461)
DListViewColumn minor change
forgot to put this into git
Fixed a stack overflow in DListView
When the column(s) have total max width less than the whole panel's
width
Update kb_act.lst (#1458)
#Valve_Console_Toggle, whitespaces left alone.
Removed AI weapon scripts
These weapons are removed and normal vartiants are used instead.
DProperty_VectorColor/Tooltip changes
DProperty_VectorColor now works with standard colors as well ( vector
color support unchanged )
Applied a hack to stop tooltips from being displayed when they are not
meant to be displayed
Cleaned up menu/ .lua files
TTT: add TTTNameChangeKick hook (#1457)
* Update init.lua
TTT: use ply:GetMaxHealth() for health bar (#1456)
DBinder fixes
* Fix DBinder when its convar is set to NaN
* Fix DBinder overriding SetSelected( bool )
* Changed max value for Frame Blend's Shutter slider so it doesn't just
black screen
* Frame Blend now uses its own render target
* Prevent potential stack overflows in scripted_ents.Get
Fix PANEL.InvalidateChildren being always recursive (#1404)
Wether you passed true or false as an argument, PANEL.InvalidateChildren would've been called on the childs, which recurse.
Panel:NewAnimation easeout fix (#1328)