GmodStarfall / Starfall

Starfall Processor for Garry's Mod + Wiremod
http://www.wiremod.com/forum/developers-showcase/22739-starfall-processor.html
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Fixed a lot of things for GMod 13 #135

Closed Person8880 closed 11 years ago

Person8880 commented 11 years ago

Converted datastream to net and fixed the tool names and descriptions for the new language format. Also fixed a lot of small bugs. For some reason, GitHub thinks I've changed the entire render, holograms, builtins and ents files.

All I've done for render and builtins is add _R as a local. For holograms I've added an IsValid() check to the hologram's wrapping function. For the shared ents I've changed ValidEntity() to also check if ent.IsValid is defined. Finally for the server ents I've changed SetAngle to SetAngles and fixed ent:owner() to check the GLua ent and not the Starfall wrapped ent.

ColonelThirtyTwo commented 11 years ago
Person8880 commented 11 years ago

I guess Sublime Text doesn't preserve the line endings, I didn't intentionally change them. Those files literally had one line changes anyway.

As for commits, I had them nice and orderly then realised I was committing to the wrong place and so lost the nice orderly changes...

Anyways, I hope at least some of that was useful, i.e the hologram stuff. I used the entity id instead of the entity whilst I was trying to figure out exactly what was going wrong, I guess it doesn't really matter either way.