767 Commits over 2,710 Days - 0.01cph!
TTT: distinguish Brazilian Portuguese and European Portuguese (#1735)
Fix mass vector_origin replacement bug (#1733)
* Fix mass vector_origin replacement bug
Caused by garrysmod/commit/b9839ed24e7952fd6af1049cedd887f01c6358b1#diff-5dec0ab92ef177ebb4780d5ee7fd4cddb6b4701902f4496738d4c7b51cd4d69cR136
* Update gmod_hoverball.lua
Co-authored-by: Rubat <robotboy655@facepunchstudios.com>
Add player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (#1288)
* Add player_manager.GetTable() and PLAYER:Destroy()
Getting the table of registered player classes is a pain and PLAYER:Destroy() would be useful for removing things that aren't garbage collected, such as client-side props and projected textures. Also, method.Func looks useless, might want to remove it.
Fixed spawnmenu not properly loading addon sub spawnlists
Addon preset resub option
Also aligned checkbox labels in New game
Fixed DNumberScratch's OnValueChanged being fired when value wasn't changed
Combine two weapons.Register ents loops (#1276)
Add list.GetTable() (#1693)
It returns a table of all list names.
Fix DImageButton depression, add DImageButton:SetDepressImage() (#1726)
Fixed DTree_Node:ExpandRecurse erroring
TTT: Minor changes to portuguese.lua (#1725)
Delete media folder
There's nothing in here useful
Updated language files
Undo ClearDepth from modelpanel
Removed debug stuff from command.lua
oops
DrawModel( flags ) stuff
Fixed hoverball/light/lamp/thruster effects
Also removed a bunch of unused variables, etc, shuffled code around, fixed a potential error with thruster effects
IconEditor Lua error fix
spawnmenu_reload
Changing skins/BGs of a spawnicon triggers spawnlist change
Fingerposer improvements
New background image, scales better with custom tool panel width, holding SHIFT should now make it easier to position fingers
Localizations for workshop downloads
Addon presets, sorting, invalid addons in the list, and child addon popup
Hide news in main menu
Light tool rope attachment position adjustment
Fixed workshop gamemode download buttons not appearing in serverbrowser
Allow select Post Processing effects to work with RenderTargets (#1720)
* Allow Sharpen to work with RenderTargets
* Allow other GetScreenEffectTexture-based post processing effects to work with RenderTargets
Cancel melee attack on holster (#1719)
This way you can no longer "store" an attack
Fixed tabulation on some HTML files
Vehicle exit anim 3rd person anim no longer sit
good english yes
Better default keys for Lamp & Light tool
Saves/Dupes tabs resize properly
UGC Pagination improvements
Better handing of small screens for HTML UGC menus
Minor under the hood changes for addons menu
Hoverball tool improvements
Better defaults
new feature: Toggle on/off keybind
Better placement with the toolgun
Better rendering of the effects
Added "Strength" to tooltip of the entity
Added delay to Dynamite's tooltip
Visual fixes for DSlider and DNumberScratch
Better Orbit code for DAdjustableModelPanel
Playback speed for Spawnmenu IconEditor
Fixed race condition error with HTML spawnmenu tabs
Content icon fixes - translate None weapon & color_white
Derma skin related changes
Force all panels to refresh skins when a new skin is registered
Do not force all panels to refresh skins when setting skin on a panel
DTooltip inherits derma skin from the panel it is opened for
metproxy hack for mega grav gun
Removed usage of SendLua from the undo library
Improvements to preventing props spawning inside world
Also fixes for SWEP undoing, disallow doing that if weapon is already picked up, added cleanup, fixed translations for SENT/SWEP cleanups
Hammer model picker UI fixes
Arming large dupes now works
Changes to Light tool's minimum brightness
Translations for Unfreeze and Undo tips
Added ENT.IconOverride to allow overriding spawnmenu icons
Merge branch 'master' of garrysmod
Add NiceText to the undo table (#1692)
So that the NiceText can be accessed from hooks like GM:CanUndo()
Added undo for weapons (#1690)
* Added undo for weapons
This adds an undo entry for weapons spawned via the Creator tool or gm_spawnswep.
* Get rid of the PrintName stuff
Co-authored-by: Rubat <robotboy655@facepunchstudios.com>
Remove odd concat from PrintTable (#1714)
* Remove odd concat from PrintTable
Seperate Msg instead of concat, also add Msg as local in the function to prevent checking the global all the time.
The odd concat is ":" .. "\n" why not just go ":\n" then? While we are add it just patch the function up a little.
* Apply CornerPin's suggestion
Color( ... ) to color where possible and similar things
Hopefully nothing broke in the process
Disabled DToolTip skin inheritance
this is temporary
Fix for wheel indicator angle
This fix is ugly AF, I am sorry
Fixed TOOL.ServerConVar not doing anything
Presets for Weld and Camera tools
Copy to clipboard for Playermodel Selector
Fixed draw.RoundedBox(Ex) corner overflow
Fixed DNumberScratch text overflow
kinda meh fix, probably should've used the texture tiling thing from derma skins for the background
DTextEntry.OnGetFocus is called when focus is actually got
Update dalphabar.lua (#1708)
TTT: Fix broken radio/drop animations (#1710)
* Fix out-of-date/missing ACT references in the gesture system
Apparently some of the values in this table no longer exist in the code (or maybe never did?)
Since the loop that goes over this table is now an ipair (#82e842850024fa15f6ce2e20916da8b0bb2a11e4), invalid values in the table broke the loop early. This in turn broke things like radio gestures (Yes, anyone still alive, etc) because their gesture runner was never created.
* Update ACT values for weapon/ammo dropping
The existing values don't exist, so no animation was playing. This fixes it.
Make IP address in server browser selectable (#1707)
new language stuff
DModelPanel clears depth automatically
Fixes visual artifacts but may cause issues with stencils fingers crossed there will be none
DCollapsibleCategory now can customize its headersize properly
And DCollapsibleCategory works better with derma skins
Thruster sound changes
Makes it reliable to ensure the sound stops when it needs to.
Fixed NPCData.Weapons not counting as valid weapons
Fixed Lost Coast's fisherman not having his harpoon
"Spawn with weapon" feature for NPCs in the spawnmenu
Many fixes for custom spawnlist stuff
auto refresh no longer breaks saving/restoring
it no longer auto selects hidden spawnlists
other minor fixes/improvements
Added prop select model icon creation returns created icon (#1703)
Fixed TTT fgd crashing Hammer when used with Half-Life 2 fgd
Spawnmenu handles no spawnlists much better
Added DTree_Node.GetChildNodes and GetChildNodeCount
DTooltip now inherits derma skin of the panel it is opened for
Better solution for DMenu skin inheritance
Make Statue saves via duplicator
Also fixed the missing language string
"Gravity" property saves via duplicator
Get rid of debug thing from errors.lua
Fixed NextBot gestures playing at 2x intended speed
Removed Toeque Limit from Ballsocket tool as it did nothing
Fixed Camera tool tracking players incorrectly
Manhack Welder SWEP error checking
Removed duplicate DImageButton:SetMaterial
DMenu sub menus now inherit parent's derma skin
DMenuOption's text has the same inset regardless if it has an icon or not
32 comes from DButton's PerformLayout, assuming icon size is 16x16
Fixed a regression with DScrollPanel
TTT: add Simplified Chinese language (#1701)
Add DButton:SetMaterial & DImageButton:SetMaterial (#1700)
* Add DButton:SetMaterial
* Add DImageButton:SetMaterial
New text label language string
Added new nextbot hooks
Fixed direct calls to :PerformLayout() part 1
Fixed direct calls to :PerformLayout() part 2
These may cause issues, but shouldn't though
Minor adjustment to usage of Panel.GetChildrenInRect
Motor's force limit is now functional
Minor OnLuaError usage changes
Just adding a new argument for future use
Right click on emtpy spawnlist space to add a new label
Hopefully fixed spawnlists sometimes gettiing corrupted
Issue is, GetChildren() doesn't always return children in order they were added, which causes massive issues with how DTileLayoyt expects the data. ZPos seems to solve this issue for us.
Hopefully this means that the rare instance of spawnlist icon positions getting randomly garbled up when moving stuff around should now be fixed.
TTT: fix duck key while spectating in roaming mode teleporting you to last spectated player (#1696)
Added DLabelEditable.Set/GetAutoStretch, defaults to false
Spawnmenu labels stretch to the text that is being entered
Fixed IP blacklist
Clamped pp_stereoscopy_size to reasonable values
Better main menu background error handing
Fixed alpha related issues with DColorMixer
DNumberWang.OnValueChanged only runs if value actually changed
Let anim SENTs decide their rendergroup automagically
Improved random walk for npc_tf2_ghost
If people copy, at least copy something decent
Thruster smoke effect fixes
Only display CSS models for Thrusters if CSS is mounted
What are those models even doing here?
remove OnStopDragging call from DragMouseRelease to prevent double-calling (#1695)
DragMouseRelease calls dragndrop.Drop() which, in turn, calls panels' OnStopDragging()
by having DragMouseRelease also call OnStopDragging() there was a double-call to that function
reproduction:
a = vgui.Create("DFrame")
a:MakePopup()
a:SetSize(300, 400)
b = vgui.Create("DButton", a)
b:Droppable("a")
b:SetSize(120, 80)
b:Center()
b:SetText("drag'n'drop me")
b.OnStopDragging = function()
print("Dropped @", FrameNumber())
end
Fixed pressing enter in tool search collapsing all categories
Fixed wheel ghost spazzing out on moving objects
Prop spawn effect for 5 tools
Cleaned up PR #1633
Fixed wheel ghost floating above aim pos unexpectedly
Thruster fixes & effect improvements
Fixed updating of the sound effect while the thruster is active
Thruster frees its emitter(s) properly
All thruster effects better conform to the thruster model
smoke effect now acts more like smoke and more like a thruster effect
Removed weird and unused code from Wheel Indicator effect
Removed several unused variables and merged double if statements (#1633)
* Removed unused variable
* Merged if statements
Co-authored-by: Rubat <robotboy655@gmail.com>
Physgun halo works on effects as one would expect
Added script_conditions killfeed translation
Appears on HL2Ep2 maps
DHorizDivider resizes all panels with same cookie name
An experiment for the spawnmenu tabs
Prevent main menu from showing the same BG image back to back
Fix potential Lua errors in RenderSpawnIcon_ functions
Fixed Entity.NetworkVarElement not saving properly
Stop searching for servers if player exits the server browser
Minor adjustment to server blacklist stuff
A little icon for when a weapon is selected as NPC wep override
reload LeftWidth cookie on size change (#1689)
TTT: avoid clipping victory text in round report and other fixes (#1677)
In short (see #1677 for details):
- Round report panel now increases in width to fit the victory text, so that it no longer clips in certain languages
- Various fixes and improvements to avoid potential error cases
- Some hardcoded tables and colors are now members of CLSCORE so addons can modify them without overriding the whole system. These new members include: `CLSCORE.ScorePanelNames`, `CLSCORE.ScorePanelColor`, and `CLSCORE.WinTypes`
TTT: Optimised streaming of end-of-round report (#1678)
* Optimised SCORE:StreamToClients implementation
- ``SCORE:StreamToClients`` now compresses its contents before sending it to the client
- Optimised sending the event payload in multiple parts, specifically by separating the part-splitting net message from the final arrival message. This introduces a new net message ``TTT_ReportStream_Part``.
- Event table sorting now happens after it's read on the client instead of before it's written on the server
- Raised the part separation limit to
65529 from
65500
Some additional small changes to the surrounding file:
- GetDamageType is no longer converted to a string in kill events as TableToJSON no longer as an issue encoding large integers
- CurTime is no longer rounded in events, causing events happening at near the same time to be ordered properly
- Changed pairs ``SCORE.Events`` loop to numeric-for
New net message specs:
- ``TTT_ReportStream``: UInt-16 length, BinaryString[length] data
- ``TTT_ReportStream_Part``: BinaryString[
65529] data
You can try to join full servers again
Merge branch 'master' of garrysmod
TTT: French translation (#1672)
Added missing Stalker NPC sound scripts
Footstep sound changes
Better Rubber footstep (doesn't cutoff while sprinting with loud clicks), chainlink footsteps are a bit queter now.
Funfact - soundscript volume doesn't do anything for step sounds
Stanley Parable soundscripts inclusion
We don't ship those files, but load them if they are mounted by the player.
The soundscapes file is not a mistake.
Serverbrowser improvements/fixes
Don't bother allowing players to join full servers, they just gonna get kicked.
Subtract bots from maxplayers too
Fixed a rare JS error
NPC weapons are now sorted alphabetically
Also no dupes and switched the text ot use "localized" stuff
Also fixed some localizations
SuperDOF window repositions itself on screen size change
Prevents it from "disappearing" and soft locking the game
ENT:OnChangeActivity for base_ai
Extra killicons for prop like objects
Added GM:CanArmDupe
Trim sbox_persist value
Extra spaces no longer cause issues of props not saving or loading
Clientside Sandbox settings
Also added freeze/unfreeze effects to physgun settings
Weapons that are NPCUsable are marked in spawnmenu
Added player class Death hook (#1186)
* Add a player class hook for PlayerDeath
* Add default func for death hook in player_default