Changelist!
[ADD] Footsteps
[FIX] Soundcache hack fix to reduce loading times
[FIX] Memory leak in weapon_tool
[FIX] Memory leak in some VGUI panels
[ADD] Clientside Lua
[ADD] Bloom, Overlay, Colour mod and motion blur are now done via Lua [lua] _ent.OnFire( entid )
[lua] _ent.InWorld( entid )
[lua] _player.InVehicle( playerid )
[lua] _player.ExitVehicle( playerid )
[lua] _player.EnterVehicle( player, vehicle, role (num)
[lua] _phys.DisableCollisions( ent, ent )
[lua] _ent.GetOverrideMaterial( ent )
[lua] _phys.GetVelocity( ent )
[lua] _phys.GetAngularVelocity( ent )
The clientside lua console commands all start with clua. For an example try "clua_openscript vgui_win.lua" in the console. It should show a window. Clientside scripts are in the c_lua folder.
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- Client Lua scripts -
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There's a few differences between clientside Lua and serverside Lua.
First of all the engine binds don't start with _. Secondly all of the
commands are arranged in tables. These are two of my big regrets with
the serverside Lua implementation.
I'm trying to keep things as secure as possible so I'm leaving out some things
on purpose right now because they'd be exploitable (reading files, writing files,
deleting files). I'll try to find solutions to some of these at a later date.
There's no need to type lua_c at the start of paths. It's always assumed that it will be in the lua_c folder.
I've converted almost all the post processing stuff to use cs Lua. Technically because of the way the shader dlls work you should be able to literally make your own and plug and play them.