855 Commits over 2,830 Days - 0.01cph!
Fixed issues with properties not working
Update legal doc links
Fixed up PR #1989
DListView ignore inisible lines (#1989)
TTT: fix notification sound cue and make it toggleable (#1983)
TTT: make Poltergeist weapon range easier to override (#1986)
Update detail.vbsp
Update gameinfo.txt
Fixed a regression with properties library
Revert Pull Request #1299
See garrysmod-issues/issues/5495
Do not use magic numbers for net.Read/WriteEntity
Entity Editing uses less bits per variable edit (#1982)
[Net] Reduced net.Write&Read Entity from 16 bits to 13 bits. (#1934)
Updated `cvars` library (#1972)
Minor tweak for DListView example
dlistview_column:SetFixedWidth sets the column width immediately (#1965)
Remove SWEP:SetDeploySpeed
Sandbox tool validity checks
constraint library tweaks
Mostly validity checks
Add flags of the world to DIconBrowser (#1978)
Do not set ClassName in vgui.CreateFromTable (#1977)
Panels created by this functions do not have their own class and are anonymous. The reference classname in the existing function does not exist and is nil.
Update texturize.lua (#1976)
* Update texturize.lua
Make the texturize effect spawnmenu icons display the texture's name instead of them all being "Texturize"
* Update texturize.lua
Now using 'label' in the CreateContentIcon to provide a name to the icon. Fixes issue where selecting post process texture does nothing if 'name' is incorrectly set.
* formatting
---------
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fixed DGrid (#1975)
* `DGrid:Clear()` now works correct
* Ignore invisible children in `DGrid:PerformLayout()`
Invert color option for color modify
Fix potential spawnmenu search errors on invalid input from addons
More validity checks for Sandbox tools
garrysmod-issues/issues/5445
Update CONTRIBUTING.md
Make it more clear to use tabs and what "Tab size" is.
Refresh menu subscribed lists if they are open when subs change
garrysmod/pull/1964
Add missing cfg files
HL1: Source skill cfgs, 360 controller cfgs so they are not ran from mounted games, and mount.cfg
TTT: Fix incorrect call to SortByMember (#1970)
Make entity properties more resilient against EyePos issues
Fix weapon_medkit holstered healing regression (#1961)
Fixed a potential Lua error in DLabel:OnMousePressed
Fixes garrysmod-issues/issues/5446
Update gmod_winch_controller.lua
TTT: fix knife effect_fn not being cleared (#1959)
Fix weapon_medkit merge error (#1960)
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
Added vgui.Exists( classname ) (#1953)
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.
Menu Support for `util.IsBinaryModuleInstalled` (#1927)
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>
Create the Derma Icon Browser (#1734)
A smart, menu state Derma Icon Browser utilizing DIconBrowser.
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>
IncludeCS now returns result of include() (#1936)
TTT: Fix ironsight position when in singleplayer. (#1949)
TTT: Fix ironsight position when in singleplayer.
Use snd_musicvolume instead of volume for loading screens (#1950)
PropSpawn effect safeguards
Move TTT translations to TTT folder
Fixed ToolGun:GetToolObject returning local players values for other players clientside
TTT: more translatability improvements and fixes (#1946)
- Implement translations for TTT start new game menu
- Implement translations for mute states notifications on chat
Fully remove timers when medkits are removed (#1942)
Simplify gmod_tool concommand code
Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
Make string.ToTable work with numbers again
Fixes garrysmod-issues/issues/5399
base_gmodentity:GetPlayerName doesn't return nils
Fixed ipairs being nil and GetOverlayText erroring (#1937)
* Fixed ipairs being nil
* Fixed GetOverlayText erroring when nw string is nil
Fix eye poser slider going outside of its bounds
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
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
[Localization] Fixed typo (#1931)
TTT: update Ukrainian translation (#1932)
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
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