781 Commits over 2,710 Days - 0.01cph!
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
Make NPC vs NPC killicon consistent with NPC vs Player
Add canvas IsValid check to dragndrop (#1902)
Prevent errors when the selection canvas is struggling before we call any functions on an invalid panel.
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>
TTT: change comment (#1903)
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Infinite scroll, "Outdated" now uses network version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
Add string.StartsWith (#1867)
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?
Remove hairy cocks (#1901)
This is disgusting. These comments were left everywhere. Absolutely gross. Please fix.
Add option to make hands skin match player skin (#1525)
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"
Fixed nil player being passed to ENT.PostEntityPaste (#1408)
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.
Update dcheckbox.lua (#1893)
* Update dcheckbox.lua
* Update dcheckbox.lua
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fixed collision bounds of custom Sandbox NPCs
Fixed collision bounds of custom Sandbox NPCs with uppercase characters in model name
Fixed an error when dupe-spawning admin only NPCs without player obj
Delete progressbar.lua
It is unused
Redrawing of ping icons (#1845)
Add math.SnapTo (#1888)
* Add math.SnapTo
* Formatting consistency & small typo fix
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>
Fix entity spawning out of bounds (#1863)
* Fix entity spawning out of bounds
Fixes garrysmod-issues/issues/5028
* Don't edit trace result
Fixes code to avoid changing the trace result.
Removes the redundant OBBCenter() calculation, since it doesn't work until the entity is spawned.
Moves entities 2 units closer to surface when spawn position is being corrected, to avoid DropToFloor() moving the entity out of bounds.
* Make fix better conform to old behavior
Makes it so that the new spawn position is offset even when aiming at an entity, like before. Also cleaner readability
IsAdmin bypasses for singleplayer
So that badly behaving addons that override IsAdmin cannot screw with basic functionality in singleplayer
Adjust spawn offsets for HL ents
Less likely to be outside of the map this way
Save cookies on game shutdown
Spawnmenu does not try to run empty console commands
Search maps by addon name
main menu fixes
Addon conflict problem menu stuff
Make sure spawned ents/weps are not out of the map
Fixed lingering toolgun ghost when using Player:SelectWeapon in multiplayer (#1674)
See garrysmod/pull/1673. Consider fixing the extra clientside Think call after Holster in the engine instead. Also cached the constant trace mask in Primary/SecondaryAttack since I was already editing the file.
Localizing g_SkyPaint to get data (#1879)
* Localizing g_SkyPaint to retrieve data
There is no need to access global variables every time to get data. And if it is necessary, something is wrong.
* Update sky_paint.lua
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fix CollapseKeyValue docstring (#1891)
Tiny fix - validation of panel in timer (#1889)
* Tiny fix - validation of panel in timer
Co-authored-by: Brandon Sturgeon <brandon@brandonsturgeon.com>
TTT: PT-BR translation: add missing letter (#1892)
TTT: fix weapons disappearing during round reset
As per #1887, weapon entities that are part of the map (as opposed to rearm scripts) are recreated by the map reset. At that point players are holding nothing and could pick up the recreated weapon entity. This would then be stripped again when the players got respawned a moment later.
We avoid this by tracking whether a map reset is in progress and preventing weapon pickups during that time. (Based on a different solution proposed in #1887).
Closes #1887.
Update mainmenu.lua
Flash game window on loading finish
hook.Add checks for nil hook ident
Sandbox tool fixes
Sandbox save system improvements
Fixed a regression with string.Comma
Update main_menu.properties
DIconLayout: Fix border being counted twice for LEFT content alignment
TTT: Fix ammo ents blocking +use near other entites (#1878)
fix Error Message printing Add instead of Remove (#1877)
Fix DIconLayout (#1873)
x starts at m_iBorder, not zero, so it should be compared to max width including the left side border
Fixed an issue with halo not resetting color of pp/copy
Update language files
Persistence system changes
Fixed a crash with DListView and made other improvements to it
Fixed a few server lag exploits
Implemented Steam chat filter
Update faceposer.lua
Reset spawnmenu search cache when mounted content changes
Hoverball enabled/disabled state improvements
Nocollides shouldn't use phys_constraintsystem (#1870)
TTT: Add hook for last words (#1869)
- Add TTTLastWordsMsg(ply, msg)
Renamed math.DistToSqr to math.DistanceSqr
More logical/consistent with math.Distance
Fixed MarkupObject:Draw's new argument not working without MaxWidth being set
Try using the new UI functions in Sandbox tools
Cleanup net.lua
Add argument to net.Read/WriteColor to skip alpha (#1841)
* Add argument to net.Read/WriteColor to skip alpha
More network efficient if you aren't using the alpha. The value between the read and write calls must match and should be a warning on the wiki page if this is merged.
* Change alpha read from faux ternary to cond branch
Since net.ReadUInt is a cfunc
Added: Color box method (#1854)
* Added: Color box method
* Added function to control panel also
* Updated: Coding stile
Updated: Use ipairs instead of pairs
* Utilize: Use of `ipairs`
Removed: All changes from DForm
* Fixed: wrong variable names for R,G,B,A
Utilize: Pairs loop when configuring default convar settings
* Updated: Use camel case
* Removed: Use `if var` instead of `if var != nil` for convention
changed: Loop internal variables to `k,v` for convention
* Relace the IF statement with selection operator
Correction of a typing error in the comments (#1862)
This is a problem of huge importance: it was written "interger" instead of "integer".
The game will surely be better with this fix ;)
Moved DForm.ToolPresets and DForm.KeyBinder to ControlPanel panel
The panels those functions create are Sandbox gamemode exclusive
Less error prone tool panel creation
string.JavascriptSafe escapes `
Minor cleanups in menu state
Added Permissions viewer
TTT uses new permissions.EnableVoiceChat
Add new types to AccessorFunc (#1800)
Optimized string.Comma. (#1513)
* Optimized string.Comma.
* code style fixes
Co-authored-by: howmanysmall <9477871+1@iechs.org>
Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
add math.DistToSqr (#1844)
Additional check for TableInherit function (#1830)
If you write argument in base entity like a string and then overwrite it like table you will catch error like
[ERROR] lua/includes/modules/scripted_ents.lua:25: bad argument #1 to 'pairs' (table expected, got string)
1. pairs - [C]:-1
2. TableInherit - lua/includes/modules/scripted_ents.lua:25
3. TableInherit - lua/includes/modules/scripted_ents.lua:30
4. Get - lua/includes/modules/scripted_ents.lua:184
5. unknown - lua/includes/modules/scripted_ents.lua:151