781 Commits over 2,710 Days - 0.01cph!
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)
Move (Can)PlayerEnter(ed)Vehicle to correct realm
They are both serverside only.
Revert info_player_commons
The role of this entity is already fulfilled by info_player_zombie and
info_player_human
Revert "Create info_player_commons.lua (#1446)"
This reverts commit 051449c46f01563f1e320df2e978a003f325005e.
Create info_player_commons.lua (#1446)
Restore encoding so game is happy
env_fire added (#1448)
* env_fire added
The env_fire entity damages players who are in its radius, don't burn yourselves on a bonfire please!
* Added npc_fisherman
Fix string.Comma with large numbers (#1440)
* Fix string.Comma with large numbers
```
print(string.Comma( 2^53 ))
```
will print `9,007,199,254,740,992` instead of `9.007199254741e+15`
Changed edit_fog to use MATERIAL_FOG enum (#1409)
* Changed edit_fog to use MATERIAL_FOG enum
Stop eating NeedsDepthPass (#1406)
Stop eating NeedsDepthPass
Added GM:PlayerDroppedWeapon
Fix numpad library "exploit"
garrysmod/pull/1442
UTF-8 decode doesn't pass when buffer is too short
garrysmod-issues/issues/3375
TTT: small improvement to GetWeapons-wrapper (#1374)
A copulafixes
Increased offset for rollermine to prevent it from spawning below ground
Fixed deriving from DDragBase requiring to define OnModified
Fixed errors when calling Setup() without second argument on
DProperty_Float and DProperty_Int
Corrected the URL of the version button (#1436)
Because the site changed, the button redirected you to "https://gmod.facepunch.com" instead of "https://gmod.facepunch.com/changes/"
TTT: Add hook for C4 explosion (#1434)
Add 'TTTC4Explode' hook that is called before the explosion happens
TTT: fix Poltergeist recharge resetting when dropped
Fix bug allowing players to bypass recharge if they drop the weapon and pick it back up.
Fixed typos in Addons menu (NPC category) (#1429)
TTT: add default Traitor weapons to .fgd (#1430)
add default Traitor weapons to .fgd for hammer placement
Fixed an error with the contraint library
Added L4D2 spawns, vgui cleanups
Spawnmenu Search improvements
Merge branch 'master' of garrysmod
Update dnumberwang.lua (#1413)
- Add value changing by mouse wheel scrolling above up-down buttons
- Add value changing by dragging up-down buttons up and down with mouse
- Remove unused function
Fixed a bug with DToolTip
Fixed a bug with DToolTip that prevented Panel.SetTooltipPanel from
working properly
Clean up recently touched files
remove unused locals (#1382)
TTT: Replace use of 'wepswitch' command with input.SelectWeapon (#1388)
More UI changes
Changed "Quick Search" to "Quick Filter"
Added INFRA map category
Updated Incompatible map definitions
Removed redundant GetSortValue calls (#1324)
Fix DFrame buttons height (#1423)
* Change DFrame buttons height from 31 to 24
Change DFrame Close, Minimize and Maximize buttons height from 31 (which makes them square and taller than the actual header and its draggable area, which are both 24 pixels tall) to 24. It makes the buttons to be the same height as the frame draggable and visual header height.
* Fix DFrame buttons UV
- Fix DFrame buttons (Close, Minimize, Maximize and Restore) UV coordinates to represent their actual size.
UV bounds of these buttons will fill the whole rectangle with texture without a gap on the bottom, which forces to make buttons 31 pixels tall to look okay, yet their clickable area goes down further than their visible part.
- Fix DFrame border UV, make the header 24 pixels tall, as it is in the texture, instead of 32 pixels tall.
Added notice about mount.cfg to gameinfo.txt (#1372)
Had a lot of headscratching because hammer didn't listen at all to the changes I did to this file, realised Garrysmod uses mount.cfg instead of gameinfo.txt for mounting.
painttab isactive function instead of comparison (#1396)
TTT: delay MapSettingsSpawned output to next tick
Work around edge case where `ttt_map_settings` could be hooked up to
kill some entities via its `MapSettingsSpawned` output, which seems to
create a race condition on some PCs where the entities hooked up to the
output will not be properly initialized yet, leading to a GMod crash
(somehow). Pushing the output to the next tick gives every entity an
opportunity to initialize.
More minor vgui fixes
* DColorCombo's palette will update the DColorMixer's color +
DColorCombo's margins consistent between tabs
* DNumberScratch.OnValueChanged will no longer have nil value as first
argument in some cases
* Added DPropertySheet.GetItems + DPropertySheet.SetupCloseButton margin
unfuck
Few vgui fixes
* Fixed DColorCombo.GetColor returning nil
* Fixed DGrid.SortByMember's second parameter being forced to true
* Make DLabelEditable.OnLabelTextChanged's return value optional
Fixed an issue with spawnmenu workshop stuff
TTT: Replace self.Owner with self:GetOwner() (#1420)