781 Commits over 2,710 Days - 0.01cph!
TTT: fixed Magneto Stick ragdoll pinning hint never showing for innocents (#1753)
When ttt_ragdoll_pinning_innocents is enabled, the hint should be displayed for all players rather than only traitors.
Addendum to PR#1745
PlayerSpawn* hooks should consistently no longer receive NULL players
gm_spawnvehicle no longer errors when used in srcds console
Fixed serverside console spam with Paint tool
Added current map/server name/gamemode to loading screen
Followed and Favorite sectiosn to Dupes/Saves/Demos
Fixes for -noworkshop message in main menus
Workshop addon filesizes in Addons menu
Also replace "local floating" with a more clear "non workshop .gma addon"
Followed/Favorite sections to spawnmenu Dupes/Saves too
Unreachable Servers sections in server list
some feedback for players, instead of just a blank screen
gui.OpenURL/askconnect confimration dialog changes
DComboBox updates its color properly
SetEnabled was one of the issues
Allow null ply in MakeVehicle (#1745)
* Allow null ply in MakeVehicle
* Update commands.lua
Update list.lua
table.insert returns the index the object was placed at.
Merge pull request #1742 from kunacha/patch-1
list.Add should return the index the object was placed at
Remove this sanity
Allow false values in string library to be indexable by __index
Merge pull request #1716 from GitSparTV/string
Remove string.__index error
Added PreRegister hooks
Updated hook names to PreRegister*
false will now block registration
false will now block registration
Merge pull request #1307 from Kefta/patch-62
Added weapons/scripted_ents.PreRegistered hook
Allow weapons with a CalcView function to work with player_manager view overrides
The updated view origin, angles, and fov from the player_manager returns are now used for the current weapon's CalcView call. Also, the returns are now optional.
Merge pull request #1348 from Kefta/patch-71
Allow weapons with a CalcView function to work with player_manager view overrides
Fixed entity function type consistency
Fixes the rest of the functions in garrysmod-issues/issues/3132
Type compatibility fix
Merge pull request #1488 from Kefta/patch-84
Fixed entity function type consistency
Fix color_white corruption
How to:
Press R on prop, then left click on it. There you go, color_white is corrupted by duplicator.StoreEntityModifier.
Merge pull request #1740 from osiris-plus/patch-1
Fix color_white corruption
Fixed not being able to unfocus text entries
Added PLAYER.MaxArmor to player class system
More sane maximum value for thrusters
Avoids crashing issues
Added mp_falldamage to Sandbox start new game
Fixed skins not updating when their parent changes skin
Fixed gui.OpenURL's popup not working well with modal panels
Fixed whereis for floating .gma files
Improvements to DMenu while parented to modal panel
DProperties better handles missing control types
Fixed 2 bugs with ENT:TriggerOutput
1. It was ignoring the Source's internal IO queue
2. There was a bug where auto deleting any outputs due to limited amount of fires would cause certain outputs to no longer work
TTT: update some default settings
Enables by default:
- ttt_detective_hats
- ttt_teleport_telefrags
- ttt_no_nade_throw_during_prep
Fixes #1738
TTT: change "Português brasileiro" to "Português (Brasil)" (#1736)
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?