repogarrysmodcancel

709 Commits over 2,465 Days - 0.01cph!

1 Year Ago
fix escapeables (#1930) * Update player_extension.lua * use string.format Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Fixed a regression caused by PR #1609 Faster string path extension methods Do not use string metatable methods in string extensions Apparently its faster this way
1 Year Ago
A few string lib optimizations (#1812) * A few string lib optimizations * Undo problematic changes StripExtension changes caused regressions with dots in folder names string.GetPathFromFilename changes caused severe performance loss when given a file name over a file path. Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Add string.Interpolate (#1480) * Add string.Interpolate * Throw error if lookup for key fails * Get rid of the assert * Simplify code Co-authored-by: sanny <sannysc@users.noreply.github.com> Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Simplify GM:OnUndo implentation
1 Year Ago
TTT: fix zoom keybind handling (#1929)
1 Year Ago
Call net.Receive "editvariable" once outside InstallDataTable (#1793)
1 Year Ago
Allow weapons and entities to set their own classname (#1299) "How could this possibly be useful?" Some weapons and entities are made to override ones created in the map, or default engine entities. A CS:S weapon pack would do this to make weapons on CStrike maps usable, however, sometimes class names will conflict with other addons that attempt to do the same thing. I made a convar in my weapon/entity pack to let the server owner decide whether to override default entities with SENTs or SWEPs, and this setting is taken into account when creating the weapon. I currently have to use a nasty __newindex hack to get the ClassName overwritten since weapons/ents.Register will force the name of the file upon the weapon, and this simple change will remove the need for that while not breaking any addons. The engine does the same exact thing with LINK_ENTITY_TO_CLASS since it manually sends in what it wants the entity class name to be, which is almost always different than the file name.
1 Year Ago
Add Server Operator Rules to Legal in options tab (#1911) * Add Server Operator Rules to Legal in options tab Added modding guidelines, community server and hosting guidelines, as well as the server operator guidelines to the legal tab in options, which was previously not made aware before. It's important to note, the server operator guidelines are not linked anywhere on Facepunch's legal section of the Garry's Mod website. * Add gmod_modding, gmod_servers, gmod_sor commands These commands will open the appropriate legal content. * Get rid of redundant "Server Guidelines" button Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Update CONTRIBUTING.md
1 Year Ago
Update CONTRIBUTING.md
1 Year Ago
Add translations for Limit and Cleanup hints (#1761) * Translations for Limit and Cleanup hints Code copied from 6485daa50a2faf898a16e5e17a3f05ff7005884e Related to Facepunch/garrysmod-issues#4781 * Fix mistake Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Optimize some points (#1609) * pairs -> ipairs in places where the table is only a numeric orderly table * new vector -> modify vector Thanks ExtReMLapin * micro oprimization * string.Implode -> table.concat * string.Implode to concatenate * string.Implode -> table.concat * micro optimize ScrW, ScrH calc * a little better readability Okay, it's gonna be like this. * revert -> table.concat * some changes * resolving confict * resolve confict * resolve confict * Fix unresolved * Localized children table and little changes One self.ChildNodes:GetChildren() call to locale using a cheap method of calculating the length of a serial array * Resolve confict * Using the usual numerical for There is no need to spend time on comparison every time, when you can just walk through the cycle to the penultimate element and say that it is not the last one, and then take the last element from the table and tell it that it is the last one. * Let's not create new vectors to create a box. * Added the math.ceil that has been lost in past changes. * A more readable MakeNiceName (#3) * A more readable MakeNiceName * Use string library instead of string methods * Performance Enhancements Co-authored-by: JarosLucky <snyashka@gmail.com> * Fix extra "end" in outputs.lua * Remove useless changes * Fix usage of non existent function Co-authored-by: CornerPin <cornerpinart@gmail.com> Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Fix a crash with DListView fractional column width Fixes garrysmod-issues/issues/5334
1 Year Ago
Added second argument to string.Comma (#1925) added the option to convert any string inserted as second argument into a custom pattern
1 Year Ago
Improve string.JavascriptSafe Update mainmenu.lua
1 Year Ago
If hud is disabled don't show lua error messages (#1917) * If hud is disabled don't show lua error messages Don't draw MenuDrawLuaErrors when hud is off in cl_drawhud
1 Year Ago
Fix word break for addon descriptions (#1916)
1 Year Ago
Fix markup alignment inconsistency (#1924) Make markup text alignment respect the actual size of the object instead of the maximum size
1 Year Ago
Fix tooltip height position miscalculation with newlines. (#1912)
1 Year Ago
Removed useless varargs (#1921)
1 Year Ago
replace all usage of self.Owner with self:GetOwner (#1919)
1 Year Ago
Prop Spawn effect doesn't break other RenderOverrides
1 Year Ago
Remove extra unused arguments to prevent confusion
1 Year Ago
TTT: PT-BR minor translation updates (#1915)
1 Year Ago
TTT: tweak traitor button hint text (#1909) Change "sec" to "seconds"
1 Year Ago
TTT: Add Ukrainian translation (#1910)
1 Year Ago
Add `util.IsBinaryModuleInstalled` (#1896)
1 Year Ago
Added support for Colors to table sanitization (#1885) Also added 0's to the first argument of these, due to the fact that if the first argument of a vector/angle/? is set to NIL, then ALL the values will be 0. This is probably due to the check where it tries to convert a string/function/? to a vector/angle/? This is quite important because if you had Vector(0,1,2) and you sanitised it, the sanitisation replaces all 0's with nil, and your vector will break since the first value is 0 (nil now): ```lua tbl[ k ] = Vector( v.x or 0, v.y, v.z ) ``` and ```lua tbl[ k ] = Angle( v.p or 0, v.y, v.r ) ``` Have also made the nilled values of Color to 255 instead of 0, as 255 is going to be the most common number in a Color, especially in the alpha channel, and will save on data
1 Year Ago
Make NPC vs NPC killicon consistent with NPC vs Player
1 Year Ago
Add canvas IsValid check to dragndrop (#1902) Prevent errors when the selection canvas is struggling before we call any functions on an invalid panel.
1 Year Ago
Added: Support for typing disable for text boxes (#1897) * Added: Property read only to derma properties base Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
TTT: change comment (#1903)
1 Year Ago
Update language files Fix vehicle collision group post dupe Group NPC weapons by category makes easier to see what's what Added "Select Page" button to addons menu Server Browser changes Infinite scroll, "Outdated" now uses network version Derma_Install_Convar_Functions no longer ties to set empty cvars Fixed a visual bug with Lua error panel in Problems menu Post PR cleanups
1 Year Ago
Add string.StartsWith (#1867)
1 Year Ago
Add HL1 357 and shotgun to NPCUsableWeapons (#1895) Sure, some might argue that the animations are broken and the names can cause confusion, but the Glock does as well! so?
1 Year Ago
Remove hairy cocks (#1901) This is disgusting. These comments were left everywhere. Absolutely gross. Please fix.
1 Year Ago
Add option to make hands skin match player skin (#1525)
1 Year Ago
Reload spawn menu when gmod_language changes (#1724) * Run spawnmenu_reload when gmod_language changes * Update spawn menu language switch refreshing logic - The spawn menu needs to be recreated ("refreshed") after a language switch - We SHOULDN'T refresh it if the user has unsaved changes to their spawn list (these would be lost!) - We SHOULDN'T refresh it if the user has the spawn menu open (that would be bad user experience) - But, we SHOULD refresh it if the user saves or reverts any changes and closes the spawn menu - What if the user switches BACK to the original language they were using? Surely, a refresh is not needed now? - No, in this case we should still refresh the spawn menu because some text and labels do actually update during use of the spawn menu and might be left "dirty"
1 Year Ago
Fixed nil player being passed to ENT.PostEntityPaste (#1408)
1 Year Ago
Only consider HUDShouldDraw's return if it's non-nil (#1894) Fixes having to always return true in SWEP:HUDShouldDraw for an element to render unlike a HUDShouldDraw hook. Also now checks to make sure SWEP:HUDShouldDraw is a function before calling it.
1 Year Ago
Update dcheckbox.lua (#1893) * Update dcheckbox.lua * Update dcheckbox.lua Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Fixed collision bounds of custom Sandbox NPCs Fixed collision bounds of custom Sandbox NPCs with uppercase characters in model name
1 Year Ago
Fixed an error when dupe-spawning admin only NPCs without player obj
1 Year Ago
1 Year Ago
Delete progressbar.lua It is unused
1 Year Ago
Redrawing of ping icons (#1845)
1 Year Ago
Add math.SnapTo (#1888) * Add math.SnapTo * Formatting consistency & small typo fix
1 Year Ago
Added: Editable entity combo box can now use default selected and hav… (#1871) * Added: Editable entity combo box can now use default selected and have icons * Changed: Move icon check up * Fixed: Not passing booleans to `vars.selected` * Fixed: Selection operator working with nil/bool Moved: Flag nest to the loop * Added: Spacing before if-statement * Fixed: IF bracket space * Update prop_combo.lua Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Resolve my oopsie