The changelog has moved to the portal, further updates will be posted there.
30/03/2021
The prop resizer tool can now copy the size from an unscaled prop when pressing reload in size mode.
28/03/2021
Added the "Bat'leth" player weapon, a melee weapon.
Fixed visual glitches when scaled and firing the Tetryon Gatling Gun.
Fixed weapon projectiles not always doing blast damage to players.
21/03/2021
Added the "Tetryon Gatling Gun" player weapon, which fires rapid beams in its primary mode, and a burst of energy that can bounce off walls as its secondary.
Added third person firing animations to the phaser rifle, quantum burst and disruptor rifle.
Improved various explosion effects and added better lighting to energy projectiles (e.g. torpedoes, turret projectiles etc.)
14/03/2021
Added 4 new player weapons:
TR-590 Tricorder Mk X - an older TNG style tricorder.
Federation Quantum Burst - a mini quantum torpedo launcher.
Romulan Scanner - a Romulan tricorder variant.
Romulan Disruptor Rifle - a self-recharging disruptor equivalent to the phaser pistol, but as a rifle.
Fixed various small bugs with tricorder screens such as not rendering the correct model when scanning dropped weapons.
Tricorders can now unlink from a transporter by pressing reload again.
Fixed the phaser pistol, rifle and tricorder models not aligning with their physics when dropped on the ground.
Updated the phaser pistol, rifle and tricorder materials to be lit in the world rather than full bright (note that the materials under garrysmod/download/materials/ef2weapons will need to be deleted and re-downloaded for this to take effect).
24/01/2021
Starfall time quotas can now be configured per player in the permissions tab, along with a view of the current client-side CPU time usage for a given entity or all entities belonging to a given player.
23/01/2021
Starfall changes:
Fixed Starfall HUDs not properly restoring their vehicle links after spawning from the duplicator.
Added net.getMaxDTVarIndex() which provides the maximum index for a given DTVar type, which can vary depending on the type of chip being used.
Added the emoji library, which can be used to render emoji. Note that only emoji the chip owner can use in the chat can be rendered.
Halved the reload time and significantly increased the damage of tricobalt torpedoes to make their damage more in line with their energy usage.
Fixed control chair/puddle jumper drone speed/turn rate not being applied consistently. Now they should move and turn significantly faster as was intended.
Fixed tool menu damage numbers showing lower values than their actual damage.
22/01/2021
Fixed pulse emitters damaging the ship they are attached to if they hit it.
21/01/2021
Added option to hit other entities when setting a clipping plane's angles with the middle mouse button by holding CTRL.
Added the inputmouseapply hook to Starfall, which allows tracking mouse movement relating to view angle changes on the client.
19/01/2021
Updated the physical clipping tool to allow modifying a plane's origin instead of its distance, and to set the angles based on the hit normal at the point the crosshair/centre of the screen is pointing at on the entity (press the middle mouse button when not rotating the camera).
18/01/2021
Added hud.isLinkedToVehicle( Entity ) to determine if a HUD is linked to a given vehicle, accounting for chair tool seating positions.
17/01/2021
Fixed chair tool seating positions not being linked to wire entities.
Fixed same-material filter in the smart colour/material tool not considering a transformed version of a material the same as the non-transformed material.
Added a new disruptor pulse emitter variant (the "Pulse Phaser Emitter" has been renamed to "Pulse Emitter" as it now has a selectable type).
Starfall changes:
Added trace.intersectRayWithPlane and trace.intersectRayWithOBB helpers.
16/01/2021
Resources are now saved for up to 1 hour in auto-saves.
Fixed the prop resizer ghost not being removed properly when the toolgun is removed.
Binds no longer fire when a VGUI menu that is capturing the mouse is visible.
Fixed using the wrong beam in sound when beaming site-to-site with Klingon, Romulan and Dominion transporter variants.
Fixed the TSCM TV resetting itself during a full network update.
Fixed the computer core console menu not recognising right clicks to rotate the camera when right clicking the left hand side of the screen.
Multi resize operations can now be undone.
Fixed the LS core outputting 0 for its subsystem health on spawn.
Updated the Starfall editor toolbar buttons to better differentiate destructive operations.
Starfall holograms can now be created without speciying a model (e.g. if they are intended to render a mesh instead).
10/01/2021
Starfall changes
Added permission checks to HologrametRenderMesh() and HologrametMaterialOverride(). Using these methods now requires registering the DRAW_MESH_HOLOGRAMS and USE_RENDER_TARGET_MATERIALS_WITH_HOLOGRAMS rights respectively (which are granted by default but can be revoked).
09/01/2021
Starfall changes
Added HologrametRenderMesh() and HologrametMaterialOverride(). These allow rendering a mesh in 3D space using an existing Hologram entity, replacing its model.
Added render.setMaterialOverride() and enhanced render.setMaterial() to accept render targets.
06/12/2020
Fixed flickering at the start and end of certain transporter effects.
05/12/2020
Added a new 32nd century transporter effect to the transporter pad.
28/11/2020
Split the Stargazer life support entity limits, now atmosphere probes, LS cores and suit dispensers have their own individual limits.
Improved the Starfall HTTP library to make callbacks more reliable, return useful errors when a request is blocked, and to pass headers and status code on success in addition to the request body.
21/11/2020
Added new "Modbridge V2" corridors contributed by The17thDoctor.
14/11/2020
Added a "State" output to the cloaking device, forcefield emitter and Atlantis + Starship shield emitters which indicates whether they are deactivated, awaiting activation, or activated.
The Stargazer cores and life support tools now use the newer model selector with search + favourites.
20/09/2020
Added a new mode to the prop resizer tool that lets you specify a desired size in Hammer units. This mode is available for members/donators and above.
Copying in size mode copies the physical size of an entity.
It is also possible to specify scales with a value greater than 2 as long as the final entity size is less-equal 2048 units.
Added an automatic scaling option to the smart colour/material tool's transform options that will automatically adjust the material scale based on the resized scale of the entity the material is applied to. The x and y axis to use from the resizer scale are configurable.
Restoring an autosave using the !restore command now also loads the dupe to your AdvDupe 2 tool so you can still save it/respawn it if you accidentally undo it.
19/09/2020
Added experimental improvements to Atlantis shield collisions that make them significantly more accurate.
Fixed switching to the environment suit when in the forward section of a puddle jumper that whose outer door is open, but inner door is closed.
06/09/2020
Added a "Turn Rate Multiplier" input to the drive core which can be given a value between 0.5 and 2 to alter the turning rate.
Improved shuttle and drive core movement to ensure holding a key in the opposite direction to motion slows down as fast as letting go of the key entirely.
04/09/2020
Using setPos() through E2/SF now disables weapons for a short time.
Improved the tactical HUD in shuttles to show a ship core's shield emitter status (for both starship and Atlantis shields).
Improved clarity for the puddle jumper/control chair tactical HUD to make entities that are further away less opaque than those that are closer.
Further increased the turn rate and increased the speed of drones fired from TSCM launchers and puddle jumpers.
01/09/2020
Fixed sprite trails not being cloaked.
Fixed tractor beams not interacting with drive cores/other forms of moving entities. They now apply the same rules as shuttles.
Atlantis shield emitters are now classed as a subsystem.
Fixed the life support core not outputting its subsystem health and not repairing with the rest of the ship.
Non-solid entities can no longer have force applied to them to prevent them being used to go through shields.
31/08/2020
Subsystems now take half as much damage when plating is enabled, and regenerate their health along with the main ship health.
30/08/2020
Holding sprint when right clicking with the smart colour/material tool in sub-material mode now opens a menu with all sub-material overrides applied (material, colour and transform). Selecting an entry copies the settings to the tool.
Tractor beams can now hold shuttles whose owner has recently attacked the ship the emitter is on, regardless of physgun permissions.
Tractor emitters now have subsystem health and can be disabled at < 25%.
29/08/2020
Puddle jumper drones now fire through Atlantis shields owned by the pilot when fired from inside the shield. Additionally, they also now go through forcefields owned by the pilot that have immunity mode enabled.
TSCM puddle jumpers now have a cooldown after deactivating shields or cloak that prevents enabling both shields and cloak to prevent instant switching between the two modes.
Fixed drive cores being instantly removed when the ship explodes, instead they now lose control and drift.
Increased the turn rate of drones fired from TSCM launchers and puddle jumpers.
25/08/2020
Fixed shuttles being invisible when spawned after the last GMod update.
24/08/2020
Smart colour/material tool:
Added rotation option to the transformation settings.
Copying sub-materials now shows a preview of the copied settings on the entity the tool is pointing at.
Fixed certain materials (such as those from CAP) not applying their transformation settings when used as the main material on an entity.
23/08/2020
Improved the visual effects for all beams, and added a new texture for ion beams to differentiate them better from Asgard beams.
Improved the hyperdrive hyperspace window effect.
Added transformation settings to the smart colour/material tool that let you set an offset and scale for the material being applied, in both normal and sub-material modes.
22/08/2020
Updated the hyperdrive to move ships more gradually when entering/exiting the hyperspace window.
Fixed torpedo launchers, heavy missile launchers, pulse phasers and some ship turrets not spawning facing the forward direction of the prop they are placed on.
16/08/2020
Beam weapons that fire in close proximity at the same time no longer stack their firing sounds. This prevents overly loud sounds, especially noticeable for Asgard beam weapons.
13/08/2020
Fixed the TMP and DSC phaser beams doing half of their intended damage against hull.
Fixed subsystem damage not being applied for torpedoes, beams and pulse phasers. Now subsystems are properly damaged by both hull impacts and shield bleedthrough if the impact is near enough to a subsystem.
08/08/2020
Added the Stargate Beam Emitter tool, which can spawn a new version of the Asgard and Ori beam emitters.
01/08/2020
Updated the Atlantis shield effect to be less opaque and more blue. Additionally, a quality option is now available in the tool.
Wire camera controllers can now be linked to chair tool seats by linking to the entity the seats are attached to.
Fixed the physical clipping tool's editor showing clipping planes slightly offset from their actual position.
29/07/2020
Added functions and hooks to interact with the chatbox from Starfall HUDs:
hud.isChatBoxOpen(), hud.getChatBoxMode(), hud.getChatBoxPos(), hud.getChatBoxSize() provide state information.
New hooks: "chatboxopened", "chatboxclosed" and "chattextchanged".
All chatbox interaction requires linking to the HUD, and the READ_CHATBOX_STATE permission.
25/07/2020
The Ancient Control Chair can now control drive cores. Pressing the "Toggle Drive Core" button (bound by default to mouse button 3) will activate/deactivate the drive core. Attempting to exit the chair will also deactivate the drive core first in the same way as normal chairs.
19/07/2020
The drive core can now link to chairs spawned by the chair tool. If there are multiple chair positions on an entity, the position closest to the point clicked will be linked.
Improved performance of render.drawCircle() with widths > 1.
14/07/2020
Improved tool model selection:
Every TSCM tool that can have a model chosen now has a model selector in its tool menu, including a search box.
Additionally, models can be selected from the spawn menu by right clicking them and using the new "Use with tool" submenu. If a model is already being used with a tool, it will have a tick next to it.
Models can also be added to a list of favourites per tool by right clicking the model in the tool's model selector, allowing quick access to frequently used models.
As part of these changes, the spawnmenu model search has been overridden to provide instant search results without having to wait for it to load models. Search queries can now also specify separate words to search for, rather than having to look for a specific model path, e.g. "phx props" will find all PHX props. Note that search queries must have at least 3 characters to start finding results.
12/07/2020
Starfall changes:
Added render.computeTextureCoords(), which should be used with render.drawTexturedRectUV to account for the engine's internal adjustment to texture values when tiling.
09/07/2020
Starfall changes:
Added Entity:isDormant(), Entity:getEFlags(), Entity:isEFlagSet(), Entity:getFlags() and Entity:isFlagSet(), as well as enums under ents for EFL_* and FL_* flags.
Added Shuttle:getPassengerSeatPoint(). Functions similarly to the method for vehicles, but works on shuttles.
08/07/2020
Starfall changes:
Added the Shuttle type, with methods to get information about the passengers, pilot and shield status.
Added Player:inShuttle() and Player:getShuttle(), which return whether a player is in a TSCM shuttle, and the TSCM shuttle entity respectively.
Added Color:ToNormalizedHSV(), which returns the hue value between 0 and 1 to make it compatible with Color.fromHSV.
Fixed rounded rectangles not drawing correctly with non-integer values or when the height is less than the corner radius.
07/07/2020
Fixed Starfall holograms sometimes spawning invisible until their scale is edited.
Improved the quality of rounded corners on render.drawRoundedRect, most noticeable when using an emitter or HUD.
25/06/2020
Fixed props sometimes becoming invisible at certain view angles when resized with shearing.
15/06/2020
Factions can now be renamed by their leader using the faction menu.
13/06/2020
Added various additional bone manipulation methods for holograms to Starfall:
HologrametBoneOffset( bone, offset )
HologrametBoneAngles( bone, angles )
HologrametBoneJiggle( bone, enabled )
10/06/2020
Added various bone related methods to Starfall entities.
Added the propprotection library to Starfall, which allows querying of the chip owner's prop protection access rights.
07/06/2020
Fixed Starfall scripts leaving net messages unsent which can cause an error message in the console.
Added an automatic temporary ban for any player that is kicked 3 times in a row.
06/06/2020
Added broadside turret model contributed by The17thDoctor to the ship turret tool.
The prop resizer tool now shows an error if resizing fails due to an invalid scale.
05/06/2020
Updated the computer core menu to show unavailable abilities as greyed out, rather than hiding them entirely.
25/05/2020
Added a first person view mode to the drive core using the same switch view binding as shuttles.
Fixed rolling too far in a one direction on drive cores and the TSCM puddle jumper causing the ship to snap back in the opposite direction.
23/05/2020
Drive cores now allow their ship to collide with the world and other entities using an approximation of the ship's shape.
Drive cores can now be used to dock with docking clamps, providing the docking clamp is large enough. As with shuttles, both warping and cloaking is shared with the ship the drive core's ship is docked with.
Fixed certain Starfall screens not spawning flat.
10/05/2020
Added the "Drive Core", an alternative to the SBEP gyropod that uses the shuttle key binding system to handle controls, requiring only a ship core and linking to a specific vehicle.
01/05/2020
Starfall
Added a library named base64 for encoding and decoding with base 64.
Added a library named fastlz for compressing and decompressing data using LZMA.
30/04/2020
Added a model option to the beam emitter tool.
26/04/2020
Water collection efficiency will now be 100% when the collector and ship are in the same atmosphere.
18/04/2020
Starfall:
Fixed filled circles not interacting with stencils correctly. Note that attempting to draw a filled circle with translucency will not work correctly when using it as a stencil. Use the drawing pass to apply any desired translucency.
Added tooltips when hovering over hook names and pre-processor directives in the editor, and auto-completion for hook names as you type.
16/04/2020
Added documentation tooltips to the Starfall editor. Hovering over known functions, fields, libraries or methods will show a tooltip providing documentation. This can be toggled in the editor configuration.
Fixed noclip being incorrectly disabled when moving between props and a planet's atmosphere.
15/04/2020
The prop resizer tool now allows resizing the same prop multiple times, as long as the new scale is still within the allowed range.
Fixed the tricorder and scanner not displaying effect props correctly on their screen.
10/04/2020
Added SBEP HEV player models as selectable player models.
Starfall HUDs now automatically link when spawned on a vehicle, and show their vehicle link state in their overlay.
02/04/2020
Added support for a wildcard at the end of a model path to find.byModel().
28/03/2020
Added the models/sbep_community/ssnavalbase.mdl model to the turret tool.
Improved the kinetic turret firing effect.
30/01/2020
The control chair now has a "Lock" input that, when wired with a non-zero value, prevents everyone except the chair's owner from sitting in it.
12/01/2020
Added DSC black alert sound effects under sound/st/misc. The longer sound includes the computer voice at the start, the shorter does not.
Added outputs to the sensor array when targeting a ship with a starship shield that provide the power of each individual face.
11/01/2020
Fixed the ship drive effect sometimes drawing the inner light with an incorrect offset.
Fixed irises getting stuck as non-solid after spawning from a dupe if they were saved in an open state.
09/01/2020
Fixed certain Wire entities spawning with incorrect values from Adv. Dupe 2 (such as the screen's single value setting).
Partially fixed CAP beams not firing through the Atlantis shield of the ship they are attached to (rendering still looks a bit wrong).
Fixed plating impact effects not rendering on the ship core entity itself.
08/01/2020
Fixed drone explosion effects sometimes showing an error model for a single frame.
Fixed the gate and ramp on the lava planet floating above the ground.
Fixed the ship drive effect not rendering if the ship drive itself is invisible.
Fixed repair beams refusing to fire through props that form part of a target ship core's ship.
Fixed shuttles being frozen after being released from a tractor beam.
Fixed the transporter effect sometimes not rendering at certain viewing angles with larger entities.
02/01/2020
Improved the behaviour of the TSCM puddle jumper when going through world gates to try to avoid it getting stuck or getting thrown out behind walls.
31/12/2019
Fixed shuttle doors disappearing when using armour.
08/12/2019
Added net.listenForDTVarChanges() and net.listenForAllDTVarChanges(). These enable the dtvarchanged hook on the client which is fired when a DTVar's value changes.
07/12/2019
Added render.cutOutStencil(), which is the opposite of render.drawStencil(). Instead of restricting drawing operations to be inside previously drawn elements, it cuts out previously drawn elements from subsequent drawing operations.
Fixed render.drawCircle() not drawing correctly with width > 1 in certain cases.
16/11/2019
Added the "Repair Beam Emitter" tool. This spawns repair beam emitters that are used by the ship core as the source for its repair beam. Up to 3 can be placed on a ship, and the ship core will automatically pick the appropriate emitter to use when told to fire.
15/11/2019
Added an extra parameter to specify the thickness of the lines used to the following Starfall render functions:
render.drawLine
render.drawCircle
render.drawRectOutline
Note that using a thickness > 1 is more costly, especially for circles.
09/11/2019
Improved return value documentation in the Starfall documentation tab. Now all return values should be listed along with their type. For documented types, clicking the type will jump to its entry.
08/11/2019
Fixed resized/clipped props sometimes appearing to move when physgunned with "Pickup welded props" disabled.
13/10/2019
Fixed the starship shield's overlay not always updating.
Added part assembly data for the 4D model pack (thanks The17thDoctor).
07/10/2019
Altered the error message when spawning a Starfall script on a blocked class to indicate the allowed classes.
15/09/2019
Added the "Move Target" input to the tractor beam emitter. This allows specifying a world position to move a held entity to. The new "Moving" output will indicate whether the position is valid, and the "Move" input controls the speed at which the entity is moved.
25/08/2019
The forcefield tool can now convert props into a forcefield. Right click a prop to select it, then place the forcefield emitter within the prop's bounds. Note that the original prop will be removed after conversion.
24/08/2019
The Starfall editor now highlights matching block keywords in the same way as brackets (when using the web-based editor).
19/08/2019
Fixed pulsar emitters attempting to fire at a target when the target is obstructed by other player's props or the world.
18/08/2019
Added model option to the pulsar emitter tool.
17/08/2019
Fixed the control chair causing weird camera behaviour when warping while sat down.
09/08/2019
The warp drive will now attempt to rotate the ship when warping out to avoid obstacles. This should reduce the number of situations that result in a "trajectory is blocked" message.
08/08/2019
Fixed issues with visual culling that would result in permanently invisible entities.
Added new experimental mitigation to prevent large amounts of entities in one area blocking entry.
Currently this applies to teleportation only (i.e. spawn teleporters, warp drives, transporters, Stargates, ring bases and the server command).
No-clipping through an area boundary is not handled at the moment so may still result in getting stuck.
07/08/2019
Added Cardassian variant to the tractor beam.
06/08/2019
Added a vote system to spawn boss ships (e.g. the Borg).
Use !bossvote in the chat, or "ulx bossvote" in the console to start a vote.
Any (donator/member+) player may start a vote, at which point players choose which type of ship they want to spawn, and the difficulty level.
If less than half the server vote, the vote will fail.
If a ship spawned by the vote is left idle for longer than 5 minutes, it will leave the map.
Only a single ship may be spawned at a time using the vote system.
25/06/2019
Added new 4D style turret models create by The17thDoctor which can be used with the ship turret tool.
30/03/2019
Added Wrath of Khan style transporter effect to the transporter pad.
Fixed shields not always having an appropriate size to cover ships when the emitter is not at a 90 degree angle vs. the rest of the ship.
Fixed beams that have no shield piercing ability potentially doing hull damage through shields.
10/02/2019
Added updated 4D models from 4N0NYM and The17thDoctor, including lift models to the SBEP lift designer. All old 4D models should be automatically swapped for the new versions when spawned from a duplication.
Added "Walk Sound" tool that can be used to change the sound made when walking on an entity.
09/02/2019
Added Cerus turret model to the ship turret tool.
Added option to the share props tool to apply prop sharing to all constrained entities.
Repair beams can now repair shuttles/jumpers owned by the ship core's owner as long as they're not in combat.
05/01/2019
Added overlay to the Starship shield emitter to show its current energy, type, face power and diverted face.
08/12/2018
Improved the Ancient scanner's scanning sound to be clearer and have the correct pitch.
Added Stargate Hyperdrive entity/tool. The window can be coloured either teal or purple. Note that there must be sufficient room in front of the ship, though the requirement is less strict compared to the warp drive.
22/11/2018
Atlantis shields can no longer exceed 8192 units in diameter to avoid server/client crashes.
17/11/2018
Updated the part assembler to properly account for resizing.
Fixed rubber banding when standing in moving SBEP lifts.
Shuttles can now be affected by tractor beams when moving, providing physgun access is granted to the shuttle and its shield/armour/cloak is not active.
07/11/2018
Altered the Ancient scanner view model to bring the scanner closer to the camera so it's easier to read.
Fixed Starfall screens/HUDs/emitters sometimes being left with no running code after a large lag spike or (re)entering a new area.
05/11/2018
Added vertical map layout to the Ancient scanner. Use primary fire when in life signs detection mode to switch between top-down and sideways view.
Added "Structures" section to the Starfall docs tab. This shows the fields in various table structures that are used in library functions/type methods (e.g. environment data, trace results).
Documentation displayed from external websites in the Starfall docs tab now has a right click menu where the current URL can be copied or opened in the Steam overlay.
Added "Docked Ship" entity output to the docking clamp.
03/11/2018
Added new version of the Ancient scanner device (life signs detector), replacing the CAP version.
Usage is similar to the tricorder. Primary fire will scan the object being looked at and secondary fire interfaces with various objects.
Press reload to toggle life-signs detection. This also displays a 2D map of nearby entities.
The Starfall hooks CheckTricorderOverride and TricorderOverride now receive a second argument, which is the device triggering the hook. These hooks are called for both tricorders and Ancient scanners, so this argument can be used to differentiate between them.
World entities now render correctly on the tricorder screen.
23/10/2018
The onremove hook is now called when a Starfall chip's code is being replaced, as well as on removal.
22/10/2018
Added additional corridor models created by 4N0NYM and The17thDoctor.
21/10/2018
Fixed water rendering breaking when an Atlantis shield is submerged.
20/10/2018
EntityTakeDamage is now called when an Atlantis shield is hit.
07/10/2018
Improved performance of hologram view on the Ancient control chair.
Added new corridor models made by 4N0NYM and The17thDoctor.
Added the Destiny main weapon model as a ship turret option.
30/09/2018
Added key binding menu to Q > TSCM (right side). This allows re-binding keys for all TSCM shuttle entities.
Added rolling to the new puddle jumper (not bound by default, use the new key binding menu to assign keys).
Pilots of the new jumper can now also use the DHD (middle mouse button by default).
All shuttles can now display key binding help (Q by default).
Added new versions of the Ancient control chair and Atlantis drone launchers.
One chair can be placed on a ship, and it will control all drone launchers on the ship.
The chair can also raise/lower a ship's Atlantis shield.
Chairs can target many entities at once, and will handle firing drones at each of them.
When a chair is in operation, energy is steadily drained, and no other (TSCM) weapons can be fired. Firing drones uses a lot of energy.
If energy runs out, the chair will deactivate and all drones will shut down.
16/09/2018
Added "Speed Multiplier" input to SBEP lifts to alter their movement speed. Valid values are between 0.1 and 5.
Added "Allow Player" and "Block Player" inputs to the Atlantis shield emitter, and added new Starfall methods:
Shield:hasWhitelist()
Shield:addPlayersToWhitelist( Players )
Shield:removePlayersFromWhitelist( Players )
These allow controlling who can go through the shield. This only affects shuttles owned by the given players, not the players themselves or their props/weapons.
13/09/2018
Fixed the new Puddle Jumper's shield causing water to go black.
Added a help overlay to the new Puddle Jumper to show its controls.
08/09/2018
Added a new Puddle Jumper entity with many improvements over the CAP version, including:
Drones are fired at a specific target, with the amount fired chosen automatically based on the health of the target.
Drones are fired in groups of up to 3 at other shuttles, spinning around each other in formation.
Drones do significant hull damage, but are not so effective vs. shields.
When attacked, the jumper will automatically target the attacker (but not fire) if no target was chosen. This allows a quick response to being attacked.
Cloaking properly hides the jumper and its passengers both visually and from chips.
Shields are always visible when enabled and are completely solid. Drones will bounce off the shield until it is depleted.
Atmosphere will vent if the back door is opened in space.
A co-pilot is required to operate the DHD (as in the show).
Turning rate and speed is significantly faster (as in the show they're quite nimble).
Controls are similar to the existing shuttles. Standard movement/attack keys, reload to toggle shields, walk (alt) to toggle cloak.
Repairing a shuttle to full health now removes all scorch marks/decals from it.
Exiting a shuttle no longer plays pickup noises.
24/08/2018
Made Atlantis shields show up on sensor arrays.
ShipCore:getShield() now returns an Atlantis shield emitter if one is associated with the core.
Atlantis shield emitters now use the Shield Starfall type.
23/08/2018
Added more Modbridge glass parts contributed by Veegi:
sc-121g
sc-121g2
sc-121g3
Client-side permissions no longer have to be granted to a player's own Starfall chips when they are not loaded from the shared area through execute permissions.
22/08/2018
Added new Modbridge corridor parts contributed by Veegi:
x-211
x-311
x-321
Fixed crashing from the prop resizer.
Added checkbox to disable the Physgun pickup mode hint under Q > TSCM > Misc.
19/08/2018
Added a new version of the Atlantis shield.
The shield forms a completely solid dome or ellipsoid, blocking both weapons and objects from passing through.
The shield is resistant to projectiles and has no bleedthrough, but is weaker vs. energy beams than a starship shield.
The shield will allow shuttles belonging to its owner through automatically, as well as any beams/projectiles fired from the ship the shield is protecting.
Starfall shared folders can now whitelist/blacklist all players in the directory owner's faction or alliance with one entry, avoiding needing to add/remove players manually.
Changes to a Starfall shared folder's permissions now sync across servers.
04/08/2018
Added physical clipping tool. This allows for clipping entities both visually and physically (barring a few models which can only be clipped visually due to engine limitations).
This tool should be fully compatible with the existing visual clipping tool for both saving and loading, except when loaded it applies physical clipping too.
Clipping should interact with resizing seamlessly.
Clipping will be applied when stacking in the same way as resizing.
29/07/2018
Added "Share Entity" entry to the context menu, which allows sharing entities without needing to use the sharing tool.
28/07/2018
Auto-parented entities can now be duplicated, and the parenting can be removed with the tool after paste using shift + right click.
08/07/2018
Added medium size lift to the ModBridge lift set.
Fixed medium size Destiny turrets sometimes having their barrels disappear.
07/07/2018
SBEP lift improvements:
Players standing on a lift while moving are now held stationary on the lift until it finishes moving (or they enter noclip) to avoid collision problems.
Added option to use the second variation of the large ModBridge lift (set equipment to "Alternate Lift").
Fixed the preview showing the small lift when using the large variation.
Added wire inputs to change the hold delay, and to force the lift to resume.
Added a small hint on the HUD when using the physgun to indicate its pickup behaviour. This can be disabled by setting tscm_physgun_mode_hint to 0.
Fixed Destiny pulse turrets not duplicating correctly.
01/07/2018
Improved the SBEP lift designer:
Added ModBridge part set, with both small and large sizes.
Fixed lifts spawning frozen when duplicated. They should no longer need physgunning to be able to move.
Added sounds to lifts, which can be muted if desired using the "Mute" wire input.
30/06/2018
Added the emitter library for Starfall emitters. The function setDrawAnywhere( boolean ) controls whether the emitter should draw when in an unloaded region/culled or not.
23/06/2018
Improved the visual effects and sound of the Destiny turrets.
Fixed the ship cannon not preserving colours/materials after duplication.
Added a search filter to the smart colour/material tool to find materials by name.
16/06/2018
Added SGU Destiny turrets as model options and a "Destiny Pulse" weapon type to the turret tool.
Note that only Destiny models can use the Destiny weapon type, and Destiny models cannot use other weapon types.
Improved turret recoil to appear smoother.
30/05/2018
Added new Starfall bindings for functions added in the last GMod update:
Added find.alongRay().
Added files.rename().
Added PhysObj:getVelocityAtPoint(), PhysObj:getContents() and PhysObj:applyTorqueCenter().
Added Player:isSprinting().
28/05/2018
Removed the build and code chat channels due to lack of use.
19/05/2018
Improved the default physgun behaviour.
Picking up a welded object that is constrained to other objects and not parented now temporarily parents all constrained objects to the entity being picked up, giving the illusion of welding. Note that if there is a vehicle (e.g. a chair) constrained, you must pick up the chair.
Releasing entities that have been temporarily parented leaves them frozen and removes the parenting.
This can be controlled using the "Pickup welded objects" and "Pick up all constrained objects at once" options under Q > TSCM > Misc (both of which default to enabled).
Attempting to unfreeze entities that have not been parented will now always be denied, rather than being denied only when exceeding 20 entities.
06/05/2018
Slightly re-organised various tool menus
SBEP tools can now be found under the new SBEP tab on the right hand side of the spawn menu.
Moved SmartSnap and radial menu options to the "Utilities" tab, removing the "Options" tab entirely.
05/05/2018
Using DHTML VGUI elements in Starfall HUDs now requires the USE_WEB_BROWSER permission to be granted.
06/04/2018
Added coloured realm indicators to the Starfall docs tab to identify whether a function/field/method/hook is available on the server or client without having to open its page.
02/04/2018
Fixed rotated text not drawing correctly in Starfall 3D2D cameras.
Fixed the smart colour/material tool not applying copied sub-materials when they have colours set.
Fixed colours sometimes not being applied to sub-materials on entities.
31/03/2018
The scoreboard will now highlight allied factions in green.
25/03/2018
Fixed strikethrough text causing errors in titles.
Fixed the chair tool's preview ghost not switching away from pod mode when editing an existing pod mode chair.
24/03/2018
Player titles may now contain formatting and emoji, using the same syntax as the chatbox.
11/03/2018
Updated the map to a new refined and reworked version contributed by Brent.
10/02/2018
Updated the TMP phaser texture to look more accurate.
03/02/2018
Added Star Trek Discovery style phaser emitter variant.
21/01/2018
Added LuaHudHealth and LuaHudAmmo to the hudshoulddraw hook. Use these to hide the EF2 HUD.
28/12/2017
The Smart Colour/Material tool can now change the colour of sub-materials individually. Tick the "Sub-colour mode" checkbox, then apply to a sub-material to change both its colour and material.
Added new Starfall methods:
EntityetSubMaterialColor( Index, Colour ) - sets the colour for the given sub-material index. Only works if the sub-material has been set beforehand.
Entity:getSubMaterialColor( Index ) - gets the currently set sub-material colour for the given sub-material index.
16/12/2017
Added keybindings tab to the Starfall editor. Click the keyboard button at the top right of the editor to open it.
15/12/2017
Fixed Starfall entities changing colour every time new code is uploaded or they are spawned from the duplicator.
14/12/2017
Added a quality option to the spore drive. High is the existing effect, low is a slightly simpler effect that should provide a better frame rate for lower-end hardware.
13/12/2017
Fixed a case where Starfall chips were unable to see the position of entities inside a cloaked ship owned by the chip's owner.
Added the Spore Drive as a usable warp drive.
Added a new transporter variant, based on the Star Trek Discovery transporter effect.
Fixed the transporter pad sometimes beaming entities that are not on the pad when using "Beam from pads".
Fixed the transporter pad using the incorrect beam out sound when using "Beam from pads".
12/12/2017
Added starfall.getName( Entity ) and starfall.getAuthor( Entity ).
10/12/2017
Added the utf8 library to Starfall.
25/11/2017
Enabled holiday mode.
You can now choose whether to see the day/night cycle, or to use a fixed time of day.
Options now have their own section.
19/11/2017
Starfall now has two quotas on the client:
sf_time_quota_cl - applies to other player's chips.
sf_time_quota_cl_owner - applies to your chips.
If a quota is set to 0, then code will never execute.
18/11/2017
Added first person view for the warp drive.
15/11/2017
Guests and regulars may now use the prop resizer with a whitelist of models they can resize, consisting of SBEP props, SProps and most PHX props. Other ranks are unchanged.
12/11/2017
Chairs from the chair tool now auto-link the nearest pod controller that is constrained to the prop they are attached to when sat in.
11/11/2017
Implemented various performance improvements to help the server cope with larger player/entity counts.
Relaxed the Starfall net quota.
It now properly identifies the difference between full broadcasts and sending to individual players.
Thus quota usage is now calculated per player on the server. You can see your usage against a given player by using net.quotaUsed( Player ).
Also, this means that net.quotaUsed() no longer includes the current message, as the actual usage will depend on the final send command.
On the client, quota usage is unchanged as data can only be sent to the server.
As a side effect of this change, you can now cancel/restart net messages by calling net.start() again which will no longer throw an error.
21/10/2017
Type 11 shuttles can also now have their ship name and registry number changed through wire inputs.
20/10/2017
Type 6 and Class 2 shuttles can now have their ship name and registry number changed through wire inputs. These are then displayed on the hull.
The ship drive now allows ships with Gyropods to come to rest as the warp starts, rather than abruptly freezing them.
03/09/2017
Starfall render targets are now limited per player rather than per instance, allowing many more than before.
Use rendertarget.getRemainingRTCount() and rendertarget.getMaxRTCount() to track the limit.
Renamed render target methods to match the convention for other SF types. The old names will still work, but you should use the new ones from now on.
The editor console will now log when chips use certain permissions they have been granted (such as playing sounds from a URL, spawning/removing entities, setting player positions).
20/08/2017
Removed the large initial delay in loading client-side code when spawning new Starfall entities.
SBEP Lifts will no longer break when parented (make sure to unfreeze the platform though).
19/08/2017
VGUI panels no longer require use of Panel:replaceMethod() to override methods. You can now just assign it directly: Panel.Method = function() end.
Added render.enableScissorRect( x, y, endX, endY ), render.disableScissorRect(), render.enableColor( shouldWrite ) and render.enableDepth( shouldWrite ).
Increased the resolution of the TSCM TV screen for the splash screen and audio visualisation.
Fixed the shuttle warp sound persisting if the shuttle was removed mid-warp.
15/08/2017
Added starfall.isSpawnedFromDuplicator(). Returns true if the entity running the code was spawned from the duplicator rather than fresh from the Starfall tool.
11/08/2017
Added _MAINFILE constant that is an embedded local variable in each script that no other script can alter. This will always provide the real main file.
Added the --@mainfile pre-processor directive. This forces the current script to be the main file by throwing an error before execution if it is being included instead of being the main file.
31/07/2017
Docking clamps now support most CAP ships (and the ships can now be spawned directly on it/other entities).
Added "Force Undock" wire input to docking clamps to force the currently docked ship to be detached.
The docking clamp can now be resized.
29/07/2017
Resolved intermittent crashing when using the new warp drive.
22/07/2017
Fixed tractor beams sometimes being unable to lock onto shuttles.
Loading emoji for the first time should no longer freeze the game.
Added a new entity for docking shuttles which allows them to enter warp alongside the ship they are docked to. Simply spawn, and land your shuttle on top of the docking clamp to dock. When you start your shuttles engines again it will automatically undock.
Added a new warp drive which warps an entire ship in the same way the type 6 and class 2 shuttles do. This also improves the in-warp sequence to have a much nicer background.
28/05/2017
Added a Battlestar Galactica style FTL drive.
27/05/2017
Added the United Earth Starfleet (ENT era) transporter type to the transporter pad.
07/05/2017
The Starfall editor now auto-reloads files that have changed on disk.
16/04/2017
Added new helmet HUD when in uninhabitable environments.
30/03/2017
Prop resizing can now be undone either through standard undo or by right clicking a resized prop with the resizer tool.
18/03/2017
Added tscm_ship_weapon_volume cvar to control the volume of ship weapon sounds. Value is between 0 (silent) and 1 (current default).
06/03/2017
The computer core tactical view no longer prevents keyboard input from reaching numpads and other keyboard listeners.
05/03/2017
Updated CAP to the latest revision (mostly).
23/02/2017
Added Player:hasPlayerDamageEnabled(). Returns true if the given player has enabled player damage.
15/02/2017
Worked around loss of precision in angles on initial spawn of entities.
02/01/2017
Starfall tools can now update the code on any Starfall entity, not just the type that matches the tool.
Fixed Stargate wire inputs not saving.
Fixed transporter pads being unable to beam out jammed players inside an owned environment that is in space.
29/12/2016
The server will now notify players of an upcoming restart, starting 30 minutes before. Also, everything will be auto-saved before shutdown, unless it's the 1st day of the month. Note that on the 1st day of a month, the restart will not wait for the server to empty as the entire system is restarting.
28/12/2016
The prop resizer no longer has a visual mode. Instead, a preview is drawn when looking at a resizable entity.
24/12/2016
Updated the wedge models and added a new corner model (again made by T-18).
The day-night cycle on snowy planets is now sped up by a factor of 12. This means a full cycle takes 2 hours, rather than 24.
23/12/2016
Added two new Modbridge wedge models made by T-18 with some help from Veegi. Look under "External Decor" to find them.
Enabled prop resizer shearing for all ranks.
22/12/2016
Chat colours are now clamped to have a minimum brightness. Any colour lower than the minimum brightness will be brightened automatically.
16/12/2016
Massively improved performance of render.drawFilledCircle().
11/12/2016
Holiday mode improvements:
Lowered the lighting level across the map.
Hiigara and Shakuras now have a more opaque and whiter sky.
Added more lights.
09/12/2016
Added lights to all snowy trees to make them more festive.
09/10/2016
It is now possible to play a sound to a ship core's environment using ShipCoreetEnvironmentSound(). This sound will play for all players inside the ship, and stop when they exit it.
04/09/2016
The tricorder's radar has received numerous improvements:
It can now be resized as well as repositioned.
The range it detects objects can be changed.
It can now show nearby entities as well as players/NPCs, making interior props brighter to aid in navigation of ship interiors.
The frame has been redesigned.
Starfall screens can now render at "high resolution" regardless of a player's screen size.
Fixed tractor beams removing their target when the emitter is removed while active.
21/08/2016
The smart colour/material tool can now copy and apply all sub-materials from an entity simultaneously, rather than having to do it one at a time. Right click an entity in sub-material mode to copy is materials, then apply them by left clicking. Right click again to copy another entity's materials, or press reload to stop applying copied materials.
20/08/2016
Starfall's hudshoulddraw hook can now block the death notice element by returning false for LuaHudDeathNotice.
14/08/2016
Added sounds.playURL to Starfall. Allows you to play sounds from the internet, providing PLAY_URL_SOUNDS has been granted.
13/08/2016
Damaged ships will now randomly emit smoke from various parts of the interior, increasing in frequency the more the ship is damaged.
07/08/2016
Weapons hitting a ship with plating enabled and charged now show an impact effect.
Added extra sparking around ship interiors when the ship is below half health.
Torpedo impacts can now potentially cause secondary explosions at lower hull strength.
05/08/2016
Made the cloaking device cloak entities spawned inside the environment of the ship's LS core, both when activating and while active. Anything that leaves the environment will decloak.
02/08/2016
Massively reduced the cost of blast damage calculations, making combat much less likely to cause server lag.
15/07/2016
Cut Starfall emitter CPU time usage in half when drawing near water.
Emitters also will now always draw, regardless of where the emitter is located. Before they would sometimes not draw if the emitter entity was too far away.
Added the profiler library. This allows you to add measurements which will show up in the profiler tool. The profiler UI has also been updated to show hierarchical usage, and to allow switching between chips through a dropdown menu.
10/07/2016
Ops are no longer measured in Starfall. If your chip exceeds time quota * 1.5 in a single tick/frame, it will error.
03/07/2016
Added wire input to the water core for spawning the collector. This will spawn it on top of the core. Use the "Collector [ENTITY]" output to then reposition it.
30/06/2016
Starfall chat listeners are now called in a fixed order. Staff members receive the event first, then the chip's owner, then everyone else. This allows the owner of the chip to prevent any non-staff member from receiving the chat event if they return true.
18/06/2016
Corrected turrets being stronger than torpedoes against hull.
11/06/2016
Improved the responsiveness of the ship core firing queue. There is now much less of a delay between when a weapon is ready to fire, and when it fires as part of the next queue cycle.
10/06/2016
The heavy missile launcher with the Homeworld model can now have its stripe colour changed individually using the Colour [VECTOR] input. Values are R, G, B, 0 - 255.
Rebalanced numerous weapon stats, including reducing tetryon's effectiveness vs. hull, and improving the damage of turrets and missiles significantly. Ion damage has also been re-purposed to be anti-hull focused, as it is in Homeworld.
02/06/2016
Fixed constraint.hasConstraints( Entity ) sometimes returning true when there are no constraints.
Removed the ULX PM command. Using !p will now use the chatbox PM system.
Fixed damage over time effects from plasma and tricobalt weapons no longer applying after a few hits.
30/05/2016
Fixed the escape menu not working when in the Starfall editor.
Added HologrametNoDraw() to control whether a hologram is visible on the client, as well as the server.
28/05/2016
Made the Starfall channels quota slightly more lenient to infrequent bursts of channel sends. You can now send bursts of up to 5 channel messages, which will regenerate when not in use.
21/05/2016
The heavy missile launcher now has a new model option that looks like the Vaygr launcher from Homeworld 2 (thanks to Matovick!)
Vaygr missile count has been adjusted down to 4, with their damage increased to make sure they still do the same damage as before.
16/05/2016
There is now a limit on the maximum number of active timers each Starfall instance can have.
08/05/2016
Fixed phaser emitters disappearing from view when scaled up with the prop resizer and duplicated.
You can now go down in noclip by binding a key to "+alt1" and pressing it while in noclip.
07/05/2016
Vastly improved the Starship shield's impact effect.
Added the "tick" hook to Starfall. Always runs once per game tick on both client and server.
03/05/2016
There is now an option under Q > TSCM (right side) > Chatbox to set whether the last open tab is remembered.
23/04/2016
Fixed the emoji auto-complete appearing too soon after typing a ":", which prevented using normal text smileys.
Added --@includesv directive. This includes a file in the upload but does not send it to clients. Similarly, --@requiresv and --@dependency with the server as the realm now also do not send the file to clients. Use this for server only files to reduce downloading time.
require() can now accept file paths without the .txt extension, e.g.
-- This:
require( "somefile" )
-- is the same as:
require( "somefile.txt" )
22/04/2016
Deprecated all constraint related entity methods, replaced with the new constraint library.
Deprecated Entity:createWire() and Entity:deleteWire(). These are replaced by wire.create() and wire.delete().
21/04/2016
Added auto-complete suggestions for emoji in the chatbox.
17/04/2016
stargate.locationJammed() now accepts a second parameter. Pass false to ignore any immunity, or pass a player to determine jamming based on the given player's immunity instead of the chip owner's.
Fixed calls to print(), printConsole() and hint() on the server between net.start() and sending a net message causing the net message to not be sent.
16/04/2016
The Starfall editor now handles pasting text with indenting much better, making the pasted text match the indent of the current line.
The TSCM TV now parses "start" and "end" parameters in YouTube URLs, as well as the legacy /v/ID format.
You can now mention players whose names contain spaces in the chatbox by typing @"Name with spaces".
Added Color.fromHex() and Color.fromHSV(). HSVToColor() is now deprecated.
12/04/2016
Added HologrametLOD().
Fixed an infrequent error with holograms.getAll() on the client side.
11/04/2016
Fixed incorrect auto-outdent behaviour in the Starfall editor.
The Star Trek shuttles and the Sci-Fi shuttle no longer have to wait for their back door to close to move. It will still automatically close.
10/04/2016
The overlay on Starfall entities with a client instance now displays the client instance's CPU usage as well as the server's.
Added holograms.addHalo() and Hologram:removeHalo(). See the docs for usage. Also, see here for a primer on Starfall permissions, which halos will require.
09/04/2016
PM rooms now indicate when players are typing.
Added an option to the tricorder to draw your current world position and angles below the radar.
04/04/2016
Starfall channels now send asynchronously, and are limited to 1 send per tick. You should not assume data received will be still be valid, as entities may have been removed in the time between sending and receiving. Use channels.canSend() to check if you can send a channel message.
03/04/2016
Starfall changes:
Fixed right clicking a Starfall entity always opening a new tab, even if the code is identical to the already open tab for the file. It will now just select the open tab if the code is identical.
Added Player:getViewEntity().
The "PostEntityPaste" event now receives a second parameter, a table of created entities. This table is keyed by the entity index of each entity as they were when they were saved. Thus, if you save an entity index to the data table in "PreEntityCopy", you can get the newly spawned equivalent entity by using that index in the created entities table.
Fixed SBEP doors not correctly resizing, especially multi-doored frames.
31/03/2016
Fixed SBEP doors not having all their properties duplicated correctly.
The emoji picker now keeps track of your 25 most frequently used emoji at the top for easier access.
The TSCM TV can now import playlists from YouTube with the view_play_list?p=<ID> format.
30/03/2016
Up to 4 emoji with no extra text are now displayed larger in the chat.
29/03/2016
E2 and Starfall's printColor functions now display a small spinning icon at the start of the message instead of "<E2>" or "<SF>", to indicate the source of the message.
Forcefield emitters now ignore entities nocollided to themselves, and entities nocollided with everything when working out how large a forcefield should be.
27/03/2016
Spawning with AdvDupe 2 no longer causes significant server freezes at the end of spawning.
26/03/2016
PhysicsCollide is now called on the Starfall entity itself when added.
Added option under prop protection to prevent yourself from physgunning other people's entities.
Fixed a few bugs in the chatbox.
You can now mention people in the chat using "@<playername>". Mentioning highlights their name in their rank colour, and adds a right click menu to the name. Pressing tab will complete the name as normal. Note that names with spaces in cannot be mentioned.
Marquee now spans arbitrary lines correctly, including detection of clicking elements, and any other effects inside it.
25/03/2016
Starfall
You can now change whether the Starfall editor uses tabs or spaces in the editor's configuration.
Added Entity:addCallback() and Entity:removeCallback(). Currently supports the "PhysicsCollide" event, which receives the entity, and a table of data about the collision.
Added missing PhysicsObject:enableDrag().
Added full emoji support to the chatbox. Move your mouse to the far right of the text box, and click the smiley button that appears.
Fixed text effects not combining properly. You can now nest text effects and they will apply correctly.
21/03/2016
Added chat.canTell( player ), chat.nextTell( player ), chat.canSay(), chat.nextSay() and chat.interval().
Improved the performance of finds in Starfall, especially "byClass".
19/03/2016
If you need a staff member, you can now attempt to summon one by asking the server.
13/03/2016
Removed ents.entity(). Was a duplicate of find.byIndex().
12/03/2016
Stunned player/NPC ragdolls now correctly inherit sub-materials and the player's colour choice.
The chatbox now displays an indicator with how many messages a tab has received since it was last open for each tab.
Fixed chairs from the chair tool allowing anyone to sit in them after being spawned from a dupe.
Fixed the TSCM TV having a strangely oversized halo.
Fixed Starfall emitters and screens re-rendering when held with the physgun due to the halo.
06/03/2016
Private messaging can now be done through the chatbox.
Type "/pm <name or steamid> <message>" to open a PM room with the target player.
PMs live in the "PM" tab in the chatbox.
Right click the PM tab to switch between rooms your are a participant of.
You can add/remove players to a room, including (experimental!) those on the other server. Note that all participants of a room can add/remove players.
03/03/2016
Added new models for Stargazer's cores and node made by Veegi.
28/02/2016
The Asuran gun, Ori staff and personal shield no longer fire shotgun shots when given infinite ammo.
27/02/2016
Auto-saved entities can now be loaded to your AdvDupe2 tool, instead of immediately being restored. This allows you to move them elsewhere if someone is occupying the space they were originally in. Use the !restoretool command to do this.
Added underline and strikethrough text transforms for the chat. Use BB code "u" for underline, and "s" for strikethrough. Staff members can also use "rainbow" and "pulse". Note that all transforms can be combined, as with normal BB code.
Lua syntax highlighting now highlights standard Lua global functions, and the text aligns better with normal chat text.
23/02/2016
Welcome messages from non-staff now show the player name before them to avoid any confusion.
22/02/2016
Restored cross-server chat, scoreboard etc. functionality.
07/02/2016
The scoreboard now shows players on each server in a separate page. Use the hamburger menu to switch between server player views.
You can now right click and copy text from the Starfall editor console.
06/02/2016
Playing sounds on a Starfall client-side instance now requires a permission grant in the permissions tab.
The Sci-Fi shuttle now has self-destruct and name inputs.
The CAP Stargate E2 library can now use the TSCM Asgard transporter.
Star Trek shuttles now show who is the pilot of other shuttles on the targeting HUD.
The Starfall editor now includes a console.
It can be written to by chips using the console library.
It will also display errors encountered with stack traces for the chip. Click an error or stack trace line to open the file at the line given.
Show/hide it by dragging the line beneath the text editor up/down.
Fixed Starfall's notifications occasionally overlapping each other.
You can now set a pitch range for Starfall notification sounds using sf_notification_pitch_min and sf_notification_pitch_max.
05/02/2016
Starfall notification messages are now unique from the default GMod notifications.
If you hate the *BEEP* sound, you can now change it using the sf_notification_sound_error convar.
The Sci-Fi shuttle now shows up on the Type 6/11/Class 2 shuttle HUD and the Type 11's sensors display.
02/02/2016
Fixed pulsar emitters targeting cloaked objects.
01/02/2016
Fixed the Sci-Fi shuttle entity showing cloaked entities on the HUD.
Fixed player titles not rendering correctly when in shuttles.
Fixed transporter effects not drawing on all parts of the new shuttle.
31/01/2016
Added an entity version of the Sci-Fi shuttle.
The Sci-Fi shuttle models pack is now on the server.
Fixed Box ships damaging entities belonging to players they are not targeting.
Fixed players temporarily entering an LS core's environment on a planet instead of the planet's when transported into it.
Fixed the server rating ships in slipstream abnormally high.
24/01/2016
The tricorder now shows attachment points when you move close to an entity with them.
23/01/2016
The Starfall editor now remembers all files that were open when it was last closed, including those you didn't save.
22/01/2016
The Starfall documentation now lists and explains available operators for angles, vectors, matrices and quaternions.
17/01/2016
The tricorder now shows any entity on its display when they are being scanned, not just players and NPCs.
Added "Disable" wire input for the computer core. When non-zero, will stop it from using energy and charging.
16/01/2016
Decloaking now delays shield emitter reactivation by 5 seconds.
Starfall changes:
Fixed some more instances of the Starfall editor adding auto-complete suggestions to keywords like "do" and "end".
Resolved an issue making printing to the chat in Starfall on the client trigger the ops quota at a bad time, breaking the chatbox.
Added Entity:getRotatedAABB() to get a proper bounding box for a given entity to use with find.inBox().
10/01/2016
The scoreboard now shows players across both servers. You can enable/disable showing players not on your current server by clicking the button at the top right and clicking the option.
09/01/2016
The cloaking device and ULX's cloak command now hide physgun glow.
02/01/2016
Added cross-server chat. Members and above can type "@global Message here" in global, faction or alliance chat to send it to both servers. Mod+ can also use the admin channel in the same way.
01/01/2016
Players with access to scale themselves now crush players (without god mode) and NPCs they are greater equal 5x the size of when standing on them.
Fixed a few bugs with the new scoreboard, including gaps being left in the list, faction names getting cut off and sorting not always being correct.
The phaser rifle/pistol damage now scales with player scale properly.
SMG grenades now scale with player scale.
Fall damage now accounts for player scale.
The camera view when transporting now accounts for player scale.
31/12/2015
Revamped the scoreboard.
Added the Dominion transporter effect to the transporter pad.
30/12/2015
Updated the loading screen page.
27/12/2015
Most projectiles now impact shields directly, doing some shield damage and still bleeding through to the hull.
23/12/2015
Fixed Wiremod entity overlays not updating when inside a cloaked ship.
Fixed player models being oddly rotated when transported with the TSCM Asgard transporter and looking up/down.
Hopefully fixed mouse issues with the computer core menus.
21/12/2015
All TSCM/Stargazer tools now use icons at the top left to make it easier to tell how to use them.
The server should no longer be confused by chat macros.
Fixed the last letter after a macro ends in the chatbox being cut-off.
The in-game Starfall documentation now displays Lua's documentation for the string, math and table libraries, and GLua's documentation for the os library.
19/12/2015
Moved the third person camera on the Type 6 and Class 2 shuttles up a bit so you can see where you're aiming at.
12/12/2015
Improved the visuals for the Asgard transporter to even closer match the show.
06/12/2015
Starfall editor changes:
Fixed the entire code of a tab being considered undo-able when no changes have been made yet.
You can now open the definition for selected text by pressing F3 in the editor, or right clicking and choosing "Go to definition". This will search the docs for your selected text and open the first matching result.
Right clicking the editor now shows a small menu with "Go to definition", copy and undo/redo.
01/12/2015
Fixed Starfall uploading failing after spawning a dupe with autoupdating chips.
29/11/2015
Enabled holiday mode. Certain planets now have snow.
Fixed the Asgard transporter sometimes not drawing the beaming effect for larger entities or those near the ground.
Fixed the Asgard transporter showing a duplicate entity for a few frames near the end of the beam-in effect.
Fixed CAP weapons not having the correct attacker assigned when going through the Starfall damage event.
28/11/2015
Updated the Ace editor to fix a few bugs in the Starfall editor.
Auto-completion should now be less intrusive around keywords.
22/11/2015
Starfall changes:
Moved traceback() into debug.traceback() (currently the only function under the debug table).
Renamed trace.trace to trace.traceLine (trace.trace will still work, but you shouldn't use it anymore as it was a silly name).
21/11/2015
Fixed the tricorder bio-scan mode not always drawing the health indication overlay correctly when a player/NPC is visible.
13/11/2015
Added various starship shield related methods to Starfall. See the docs for more information.
10/11/2015
You can now manually enter a Steam ID when setting permissions for shared files in the Starfall editor.
08/11/2015
Added the ability to spawn Starfall entities using code directly from the shared area. See this thread for more details.
Made the Starfall tool information area use icons for possible actions to make them clearer.
Starfall printColor() is now prefixed with "<SF>", and E2 with "<E2>" to avoid potential impersonation.
Fixed script error in the SBEP part spawner and improved the organisation of props.
06/11/2015
Added stargate.unstable() to Starfall. Returns true if the given gate's event horizon is currently unstable.
05/11/2015
Updated the SBEP tab with more model lists.
01/11/2015
Fixed CAP ship shields not using the correct model because of use of a conflicting variable.
30/10/2015
Added sf_max_csmodels convar. Sets the maximum number of client-side models a player's Starfall instances can create. Remember, just because you changed your value, other players use theirs. You will get nil on render.createClientModel() for other player's client instances if you overflow their limit. Use render.getMaxClientModels() to check the current client's limit.
29/10/2015
Fixed chairs from the chair tool not duplicating their wiring if being saved from an already duplicated entity.
Starfall:
Added change discarding to Starfall's Git integration (requires the latest module version).
Fixed the file browser not updating to show that files have changes in Git repos when they are saved.
render.start3D can now be called with no arguments to have it use the current game world view parameters.
25/10/2015
YouTube videos on the TSCM TV now support the timestamp URL parameter, and will jump to that time when they start playing.
18/10/2015
Fixed being unable to store values on VGUI objects.
15/10/2015
Fixed a few bugs around LS cores and smaller ships.
11/10/2015
Starfall holograms are now smarter around how they render. If you set the alpha below 255 or explicitly call HologrametDrawTranslucent( true ), then it will render in the translucent pass. This makes certain textures (such as those with refraction) draw correctly.
27/09/2015
Updated the textures for the various transporter pad beaming effects.
Updated the textures for most beam weapon types.
25/09/2015
Starfall changes
Added auto-complete to pre-processor directives in the Starfall editor.
Other players receiving quota errors on their client now prints to the chip owner's console.
Added cvars for automatic theme switching based on the time of day:
sf_editor_autotheme - Set to 1 to enable automatic theme switching.
sf_editor_daytime - Set to be the hour of day considered to be the start of "day time". This can be a decimal value, and is measured in the 24 hour clock.
sf_editor_nighttime - Set to be the hour of day considered to be the start of "night time". This can be a decimal value, and is measured in the 24 hour clock.
sf_editor_daytheme - Sets the theme to use during "day time".
sf_editor_nighttheme - Sets the theme to use during "night time".
23/09/2015
Fixed flicker when using render targets in Starfall scripts and multi-core rendering is enabled.
Quantum slipstream now renders the ship jumping invulnerable for the duration of the jump.
22/09/2015
Fixed screens flickering when more than one is in view and multi-core rendering is enabled.
20/09/2015
Starfall changes:
Added files.list(), returns a table of all saved file names.
When using the git module, files that have changes or are new to a repository are now indicated in the file browser.
19/09/2015
The TSCM TV can now act as a music player as well as a video player. Paste in a link to a either a local game sound path (e.g. sound/music/hl2_song14.mp3), or a web URL pointing at a sound file or radio stream.
Fixed third person view hitting SMG/AR2 projectiles and other small objects.
The super stunstick's attack range now scales with player scale.
18/09/2015
Starfall changes
Updated git tab to support selecting which files to commit. Requires the latest version of the module.
Attempting to start a net message on an instance that is not shared will now throw an error.
12/09/2015
Starfall changes
Added Git integration to the Starfall editor. You can now create and manage git repositories inside the editor for your code.
Made some slight changes to the editor's look. The progress indicator is now at the bottom right, and will condense multiple operations properly.
Fixed faction.getFactions() throwing an error.
The --@model directive now works on all Starfall entity types rather than just processors.
Added bindings for most of the new vehicle getter methods, and all the new weapon getter methods from the last GMod update.
Players that are scaled now scale the pitch of any sounds emitted from them or their weapons.
Fixed resized beams not resizing the impact particles to match.
04/09/2015
Added an option for live auto-complete suggestions in the Starfall editor. It defaults to enabled.
01/09/2015
The channels library now accepts an ID value as the second argument to listen() and listenPrivate(). This ID can be used to remove a listener with channels.remove() and channels.removePrivate() respectively. Old code will not be broken by this change, the ID will be set as the callback function you passed.
31/08/2015
Made beam effects a bit prettier.
Fixed the TSCM TV auto-volume setting overriding the volume setting in the menu. It now fades with a maximum value of whatever the volume slider is set to.
28/08/2015
Fixed the chair tool not working with the gyropod.
Made entering chairs placed by the chair tool easier.
Made cyclic require/dofile in Starfall provide a nicer error.
26/08/2015
Starfall changes:
Added Player:getAmmoCount().
Vector, Angle and Panel types now have documentation pointing at the relevant GMod wiki pages in the in-game docs tab.
23/08/2015
Fixed a few chair tool bugs/annoyances:
Editing a chair no longer resets the angles.
Chairs no longer add drag/gravity to the prop they are placed on.
The view position when sat down will now correctly scale with your player scale.
Scrolling the mouse while in third person in a chair now zooms the view in/out.
19/08/2015
Beam emitters can now be linked together using the beam emitter tool to form a dual beam bank. When linked, the emitters always fire together.
You can now change the type of a beam emitter using the "Set Type" wire input when out of combat.
Fixed DHDs and stationary staffs not fully cloaking.
Fixed the ship core bonus damage sprite showing through cloak for some players.
16/08/2015
Added Entity:waterLevel(), Entity:callOnRemove() and Entity:removeCallOnRemove() to Starfall.
Added option under the tricorder options to flip the x and y axis colours to the "standard" of red = forward and green = right.
The tricorder now shows the level of Box ships.
Added cvar "computer_core_tool_model" to set the model of the computer core.
Fixed a few visual glitches with the new Asgard transporter.
Tweaked the zat zap effect to make the electricity a bit more arc-like and less linear.
14/08/2015
The ship core now has a glow and an indication on its overlay denoting when bonus damage is active and what type it is active for.
12/08/2015
Fixed the pulse phaser not reloading when not firing and with some shots still loaded.
Fixed being able to place more pulse phasers than can be used onto a ship.
Fixed Ion Lasers being able to fire in larger numbers than intended. There can now be only a maximum of 3 Ion Lasers firing simultaneously.
10/08/2015
Fixed the wire teleporter not teleporting cloaked entities correctly.
Added support for the new Asgard transporter to the Starfall stargate library, and my old E2 stargate library.
09/08/2015
Constrained entities now always properly count as inside the LS core's environment.
It is now possible to copy individually coloured parts of chat messages, and copy code text separately too.
Fixed wiring not duplicating for chairs from the chair tool.
08/08/2015
Fixed the TSCM TV not remembering the volume setting when changing video.
Changed the prop protection "allow allies" setting to have 3 options: allow no one, allow faction members or allow faction and alliance members. Note that if you had this enabled before, it will now be set to faction members only.
Added support for the array type in Starfall wire inputs and outputs.
Added a better version of the Asgard Transporter under the TSCM entities tab. You can still use the old CAP one if you prefer.
The phaser rifle now regenerates ammo slowly when not being fired.
03/08/2015
The method Entity:getEnvironmentData() now also has an "Entity" field, which holds the entity that represents the environment. In the case of a player inside an LS core's environment, this will be the LS core itself.
02/08/2015
The channels library is now available on both the server and the client. Note that they communicate to the same environment, as opposed to the net library which communicates across environments. So server channels are picked up by server listeners only, and client channels are picked up by client listeners only.
01/08/2015
The transporter pad can now beam players inside life support core environments belonging to its owner regardless of jamming. This only works in space, not on planets.
Fixed a few inconsistencies with beaming and shield lowering.
Fixed the tricorder's HUD showing up over the shuttle's HUD when set to always draw.
Fixed colours sometimes appearing as their string representation in bot messages.
Added new model for Keeper lasers, pulsar emitters, tractor beam emitters and ion lasers, made by Veegi.
31/07/2015
Added new 2-player transporter pad model and new beam emitter model, both made by Veegi.
Added the chair tool. Let's you define seating positions on nearly any entity.
30/07/2015
Fixed the weird bug that causes the phaser rifle beam to kill players not in its path.
26/07/2015
Added a warning message when you weld a shuttle/ship core to a ship that already has a ship core. Also, the shuttle will now always be removed, rather than whichever detected the conflict first.
20/07/2015
Fixed the Starfall editor losing track of code sessions after closing the last open tab.
The ship drive now correctly allows warping to its present location if the angle offset is non-zero.
19/07/2015
The cloaking device now correctly cloaks Starfall holograms.
12/07/2015
Fixed suit dispensers always consuming the max amount of oxygen. Now they only consume the amount that they needed to fill the player's suit oxygen level.
You can now give a name to type 11, type 6 and class 2 shuttles using their "Name" wire input.
03/07/2015
Added the Chroniton beam type. Has a 5% chance on hit to significantly slow down shuttles and cut the engines of CAP ships.
Fixed a few script errors after yesterday's Starfall editor restructuring.
01/07/2015
The shuttle HUD now displays "DISABLED" when shields are disabled because of cooldown from armour deactivation to make it clear that they are on cooldown.
Fixed some messages not resetting the last spoken player in the chatbox.
Made some internal changes to the Starfall editor, hopefully nothing broke! Also, made a few minor style changes to the command bar results and the config popout.
30/06/2015
Made the type 9 shuttle turn much faster.
29/06/2015 continued
In the event of a crash in Awesomium in the TSCM TV while playing, playback time should now be automatically restored when the player is restarted.
Fixed a few bugs with the new shuttle's warping mechanic.
Fixed players sat in the type 6's passenger seats not having the correct colouring.
Fixed shuttles sometimes getting stuck with their engines shutdown after crashing into something.
Made engine shutdown/restart have more realistic physics. It is no longer possible to instantly fly at full speed in an opposite direction.
Fixed the text showing who can see local chat being hard to read.
Made YouTube video syncing/duration reading more reliable.
28/06/2015
Added two new shuttlecraft, the type 6 and the class 2.
Type 6
A small, slower shuttle, with weaker shields and hull than the class 2 or the type 11.
Can carry up to 4 passengers + the pilot.
Equipped with a warp drive that can achieve up to warp 3.
Armed with weaker dual phaser beams and no torpedoes.
Has its own transporter like the other 2 shuttles.
Has no ablative armour generator.
Class 2 (or sometimes known as type 9)
Slightly larger than the type 6, but still much smaller than the type 11. Has medium shields and hull.
Extremely fast, much faster than either the type 11 or the type 6.
Equipped with a warp drive that can achieve up to warp 6.
Armed with equivalent weaponry to the type 11.
Has its own transporter too.
Has an ablative armour generator, but a smaller maximum armour value compared to the type 11.
23/06/2015
Changed the way the chatbox picks up on formatting code. Instead of @lua/@e2, you now need to use BBCode style tags, e.g
Code:
[lua]Code here[/lua]
You can also make text italic using
Code:
[i]italic text[/i]
13/06/2015
Increased font weight, and darkened/sharpened the text shadow on all text in the chatbox.
11/06/2015
Fixed chat messages not having the name added after a system message.
Fixed issues around code-highlighting consistency in the chatbox.
You can now use code-highlighting inside text, e.g "Try this: @lua if Cookies then return true end @end, I think it might help." will only syntax highlight the "if Cookies then return true end" part. You can still highlight the entire message as before without needing to add @end.
09/06/2015
Redesigned the chatbox from the ground up. Now much better performing, much cleaner, supports multi-line text and much more. Hopefully (as much as humanly possible) bug-free, but as always report any issues if you find them.
Framerate drop from spammed prints etc. is now much, much lower. No longer grinds your game to a halt.
Cleaner design, more room for text.
Resizing is now done by just dragging the corner of the window, and text re-wraps automatically.
Changing font size is now a slider in the Q > TSCM > Chatbox options, and immediately changes and re-wraps all text currently in the chatbox.
Supports multi-line text. Press Ctrl + M to switch between single and multi-line entry. Note that if you are pasting code you want to share, you'll need multi-line mode on to have it sent properly.
There is a limit of 5 lines of text maximum per message. Please avoid using multi-line unless you are sharing small snippets of code. Trying to paste entire chips is spam and will get you muted.
Links in messages are detected much better. Can now detect an arbitrary number of links, will change the cursor to a hand when you hover over one, and will only open the link if you click on the link itself.
Supports syntax highlighted Lua and E2 code. Use @lua or @e2 at the start of your message to have it highlighted.
Local chat is now its own tab. When in the local tab, hover your mouse over the text box to see who will receive your message. Note: there is an option under Q > TSCM > Chatbox to make local messages appear under the global tab like the old chatbox. It defaults to off.
You can now switch channels not only with the old Ctrl + (Shift) + Tab/Ctrl + Number shortcuts, but also by typing /channelname. For example, typing /local switches you to the local tab.
31/05/2015
Added the Starfall Screen Repeater tool.
Spawns a screen that can mimic an existing Starfall screen, avoiding having to run the same code multiple times to have screens around your ship/base.
To link it to a real Starfall Screen, press reload with the tool on the repeater, then reload on the screen you want to link to.
To get the screen the repeater is linked to in Starfall, use Entity:getScreen().
To get the cursor position on the repeated screen, use render.cursorPos( Ply, RepeaterScreen ).
When use is pressed on a repeater, the "starfall_used" hook is fired and the repeater screen entity is passed as the second argument to the hook. Use this and render.cursorPos' second argument to get the position on the repeater screen.
30/05/2015
Fixed players sometimes falling through the type 11 shuttlecraft's ramp (thanks Veegi's better setup model).
Fixed a few rendering bugs with the type 11 shuttlecraft's transwarp effect.
Added a target lock option to the tricorder. When enabled, the target being scanned will not switch until the fire button is released.
25/05/2015
Added TOS phaser, TOS photon torpedo and TMP photon torpedo variants. They are equivalent to their existing counterparts stats-wise, just a different skin and sound.
24/05/2015
Added filter function parameter in Starfall to Entity:getConstraints(). Same behaviour as filters in the find and stargate libraries.
23/05/2015
The tricorder now shows if you are linked to a transporter/shuttle, among other things. It's also held a bit differently to allow the screen to be fully visible as it's now used.
22/05/2015
It is no longer possible to dial Stargates by passing a Stargate entity to the dial function in Starfall or E2.
It is also no longer possible to get the address, group or name of a private gate through Starfall or E2 unless you have toolgun permissions for it.
20/05/2015
Fixed Starfall screens with high resolution enabled losing their high resolution when moving out of and back into render range.
Added filter function argument to all stargate.getAll*() functions. The filter functions should behave identically to those in the find library, return true to keep the entity, false to discard it.
Added hot reload option in the Starfall editor.
When enabled, every time you save a file, any chips you own that use that file reload with the new version of the file automatically.
You can optionally restrict reloading to only apply to main files and not includes to avoid breaking chips when changing library file behaviour.
Reloading will properly deal with adding new includes too, though will only resolve them from the file being reloaded, not from the main file (unless the file being reloaded is the main file).
17/05/2015
Added "Disable" input to the Starship Shield. Use it to disable it from recharging so it doesn't draw power when you don't want it to. Note you cannot raise it while it is disabled.
Fixed the Computer Core console menu sometimes locking mouse input, and sometimes the mouse moving the view around weirdly in tactical view mode.
12/05/2015
Fixed the Starfall editor not saving/restoring cursor positions correctly.
Starfall libraries are now all extendable on a per-instance basis. This includes being able to add string functions to the string library which translate to string methods on string objects in Starfall. This also means strings now follow standard Lua rules rather than GLua.
10/05/2015
Further UI tweaks.
Chat messages no longer get strangely cut off outside the chatbox frame.
09/05/2015
Changed the chat font and font in most windows.
Added a soft blur to the chatbox frame.
Made it easier to use the Q-menu web browser in the TSCM tab. You can now see the current page URL, go back/forward and links should now always work, rather than sometimes opening hidden in the background (Awesomium bug).
Many other small UI tweaks around the TSCM TV menu in particular.
08/05/2015
The Starfall editor will now ask for confirmation when attempting to close a tab with unsaved changes. You will be given the option to save before closing, close without saving, or cancel. This applies to both closing single tabs and multiple.
04/05/2015
Added new computer core abilities:
Tactical: High yield torpedo - When activated, the next torpedo to fire deals double damage and is double size.
Science: Auxiliary Shunt - When activated, damage to shields drains auxiliary power instead of shield power until auxiliary power runs out or the ability's duration expires.
Props with a very high mass but low volume will now use their volume for health instead of mass.
Fixed the tactical view mode while in cloak showing parts of the ship uncloaked if you had interior drawing enabled.
Added !restart command to the Starfall editor command bar. Using it will restart the editor. Use it if the editor freezes on you, though you will lose any unsaved changes in doing so.
03/05/2015
Tweaked many computer core abilities to have shorter cooldowns.
Improved the computer core menu, abilities are now separated into tabs and you can drag and drop them onto slots.
Increased antiproton beam damage from 300 to 500, and shield damage from 60 to 90. Critical hits now do only 2x damage and have a 5% chance instead of 10%. Similarly, pulse antiproton turrets now do 450 damage up from 300, and have the same 5% chance to crit for 2x damage.
02/05/2015
Fixed performance regression in Starfall.
01/05/2015
Made the tractor beam effect less static.
Fixed trying to use a computer core console you are not the owner of but have use access to failing.
Precision tool ghosts now properly reflect the real size of the prop being moved if it has been resized.
Fixed a bug that would sometimes prevent the type 11 shuttle's shield from taking full damage from tetryon based weapons.
Tachyon beam now has the added effect of preventing the target shield from regenerating for a short duration during and after firing.
26/04/2015
Starfall
Fixed a few errors from yesterday's changes (namely Physics Object methods failing and EntityetPos()/setAng() failing).
Added the --@dependency preprocessor directive. See the in-game docs for an explanation and example, but essentially it lets you include files directly from the shared area providing you have read access.
25/04/2015
Starfall
Added GetTypeDef, which allows you to extend existing types with your own methods.
The Starfall editor should now detect when Awesomium decides to crash the editor and reload it. If this happens any unsaved changes are lost, but you do not need to reload the entire editor.
Added replace in files to the find in files tab. Will open every file it changes with the replaced code to allow you to check before saving.
Added a "Save all open files" button, best used with replace in files.
Removed many long standing deprecated functions:
Entity:massCenter() -> replacement is PhysObj:getMassCenter()
Entity:massCenterW() -> replacement is Entity:toWorld( PhysObj:getMassCenter() )
Entity:mass() -> replacement is PhysObj:getMass()
Entity:intertia() -> replacement is PhysObj:getIntertia()
Entity:angVelVector() -> replacement is PhysObj:getAngleVelocity()
Entity:applyForce() -> replacement is PhysObj:applyForceCenter()/PhysObj:applyForceOffset()
Entity:applyAngForce() -> no replacement, did not even work correctly anyway. There are better ways of accomplishing this.
Entity:applyTorque() -> no replacement, achievable with PhysObj:applyForceOffset()
Entity:isFrozen() -> replacement is PhysObj:isMotionEnabled()/PhysObj:isMoveable()
EntityetFrozen() -> replacement is PhysObj:enableMotion()
Entity:enableGravity() -> replacement is PhysObj:enableGravity()
Entity:enableCollisions() -> replacement is PhysObj:enableCollisions()
EntityetMass() -> replacement is PhysObjetMass()
EntityetVel() -> replacement is PhysObjetVelocity()
24/04/2015
Starfall changes
Removed all Player:key*() methods except for keyDown() and keyReleased().
loadLibrary now throws an error informing of its deprecation.
Removed all time library timer functions, they live in the timer library.
Added missing PhysObjetMass(), and deprecated EntityetMass().
Passing a Vector or Angle with NaN fields into a function will now throw a type mismatch error, informing you of the NaN index.
Added Entity:getSequenceList() which returns a list of all available animations on the entity's model.
20/04/2015
Fixed a rare parsing error in Starfall that would cause correct code to be interpreted as having a syntax error.
Fixed prop protection buddies that were previously registered under FPP to get constantly re-added even after deleted.
11/04/2015
Fixed SBEP doors not restoring their size when resized and duplicated.
Added sub-material settings to the player model editor. Allows members and above to change sub-materials on their player model.
10/04/2015
TSCM TV
You can now play/pause Twitch streams and videos using the TSCM TV's controls, rather than needing to use the web page tab.
You can also seek time on Twitch VODs. Note that the playing time presented is approximate as the Twitch player does not provide direct access to its current time. The maximum time should be correct still.
Note that the volume control slider does not affect Twitch players at this time. You will have to go into the web page tab to change the volume.
07/04/2015
Fixed ships allowing more than the fire rate limit of keeper beams/ship cannons to be spawned.
Changed the way Starfall chips are saved in duplication, which fixes the "£" symbol being cut out and other errors. Old duplications should still spawn fine too.
06/04/2015
Keeper beams now lose effectiveness as they heat up, and are now restricted to 2 firing simultaneously from 4.
Starfall:
Starfall entities can now create inputs/outputs whose names have spaces.
Fixed validity checking for wirelinks not actually telling you anything useful and also that invalid wirelinks were not triggering an error on attempted use.
05/04/2015
Fixed the heavy missiles spawning at odd angles when the launcher is at an odd angle.
Added a new missile type option to the heavy missile launcher, "Hiigaran Cluster Torpedo". Fires a medium yield torpedo that, if tracking a target and within a close distance, explodes and splits into 5 smaller and much faster warheads.
Added extra measures to improve client performance when using the visual culling option.
Reduced the performance cost of title drawing significantly.
04/04/2015
It is no longer possible to disband a faction/alliance that is currently at war. The war must be ended first.
Added ambient sound settings to the ship core tool menu.
03/04/2015
Faction wars are now forced to last at least 1 day. The faction menu will warn you before you declare war about this.
Further improved the general performance of Starfall code.
Added "Auxiliary Power to Repair Beam" ability under the science category.
Added Homeworld 2 style "Heavy Missile Launcher" weapon under the "Homeworld Weapons" section. Fires 5 slow moving high damage projectiles. Note that you can only have up to 2 per ship.
29/03/2015
Made the TMP transporter effect a bit less static.
Fixed the Starfall editor sometimes moving your cursor on autosave.
28/03/2015
Added a new transporter type, Federation TMP. Uses the TMP-era transporter effect and sound.
Fixed overlapping transporter sounds when beaming out multiple entities or beaming up multiple entities in a close area.
TMP beams now look more "real" when the target is moving. Pulses will no longer change direction after being fired. Note that this is a visual change only, the effectiveness of the beams has not been changed.
Gigafishes detonated inside a shielded ship are no longer stopped by the shields.
Added "tscm_chat_mode" command. If you want to bind a key to a specific chat tab, then use this command. Valid modes (assuming the tab exists in your chatbox) are:
global
local
code
build
faction
alliance
admin
Starfall
Slightly sped up reloading a Starfall screen/HUD/emitter's code.
Cleaned up dialog boxes with text entries in the Starfall editor.
Added "onremove" event. Called when the Starfall entity is being removed, can be used on the server and the client.
22/03/2015
You can now switch the computer core's tactical view to show the view from your target's perspective and back.
Altered the look of beam weapon impact effects to be larger and last slightly longer.
Starfall
The doc search should be more responsive for searches with lots of results.
Deprecated functions are now shown in red in the doc sidebar to clearly separate them from non-deprecated functions.
Fixed tabs not resizing properly when the code in the tab's --@name value is changed.
14/03/2015
The Smart Colour/Material tool can now alter sub-materials. Tick the "Sub-material mode" box, then click on an entity to get a list of sub-materials. Choose the ones you want to change, click OK and then click to apply the changes.
While in the sub-material applying mode, you can apply changes to any entity that has any of the selected sub-materials, not just the first one you select.
To change which materials you are overriding, right click on an entity and change your selections.
You can apply sub-material changes across all constrained props in the same way as normal, just hold your walk key (usually alt).
To exit sub-material mode, press your reload key.
To reset sub-materials on an entity to normal, press your reload key again.
Note that any changes you make will be saved when duplicating.
Starfall
Starfall also now supports sub-material editing using EntityetSubMaterial().
You can now delete empty folders in your local files using the Starfall file browser.
Fixed a bug where if you opened a new tab in the editor before it had finished initialising the text editor component the new tab would be populated with the last open file instead of the new tab code.
Added better sorting to search results in the documentation tab when many results are of equal importance.
The file searching in the command bar is now much smarter, and can pick up fuzzy matches as well as real matches for filenames.
Fixed the TSCM TV screen sometimes showing as blank when no video is playing, and not rendering correctly when underwater.
Fixed the phaser rifle not always vapourising targets properly, and failing to shoot through them.
The super stunstick now glows, emits sparks on hit and emits a shower of sparks on deploying.
Added missing sound effect to pulsar beams, and made them look less static.
08/03/2015
Added ambient sound to the ship core.
To hear it, enter "ship_core_playambientsound 1" into the console. The sound will play when you are inside a ship with a ship core and an LS core that has been activated at least once.
You can decide which sound file you want to be your ambient sound with "ship_core_ambientsound <path to sound>". The default is "st/ambient/hallway_01.wav".
Added 4 Star Trek themed ambient sound files, under st/ambient.
You can change the volume of the ambient sound with "ship_core_ambientvolume". The default is 0.5, scale is 0 to 1.
Note that all these options only affect what you hear. Others will hear whatever they have set instead.
07/03/2015
Attempting to use any invalid entities in Starfall will now throw an error rather than returning nil/doing nothing.
06/03/2015
Added the "PhysObj" type to Starfall. Allows access to basic physics object properties.
28/02/2015
Players are now also vapourised by activating forcefields.
Improved the way stunned players/NPCs appear to better match their pre-stunned pose.
You can now vapourise stunned players/NPCs with the phaser pistol and phaser rifle.
21/02/2015
Starfall improvements:
Fixed the absurdly slow preprocessor code which was causing client/server hitching whenever a file was uploaded.
The editor should now also be more responsive.
You can now resize the file browser in the editor, including resizing it completely away.
Fixed a bug preventing more than one client-side Starfall entity from being used.
Added projects to the editor. You can use these to group together files/folders you consider a "project" and restrict the file browser to only show them. It will also restrict the command bar's file search to the project files.
To create a project, click the button at the bottom of the file browser (the folder with a +). Then enter a name.
To switch between projects, just select them from the list.
To add files/folders to a project, select "No Project" so all files/folders are visible, then right click the files/folders you want and choose "Add to Project" > your project name.
To remove files/folders from a project, select the project from the list, then right click the files/folders you want to remove and choose "Remove from Project".
Note: you can only add/remove the upper most folder. That is, if you add a folder to a project, all of its files and subfolders are also added and cannot be individually removed.
Fixed resource valves not respecting their range limit.
14/02/2015
Starfall improvements:
Improved the performance of Starfall screens by making sure the render hook is only called once per frame.
Improved clientside Starfall performance in general by fixing some issues in ops/time counting.
Syntax errors caused by GLua operators now correctly display the line on which the bad operator is present.
Added props.getAll() and props.removeAll() to get and remove all the props you have spawned with props.create().
You can now prevent Starfall spawned props from showing in your undo list by passing true as the 4th parameter to props.create().
Added HSVToColor() to get an RGB colour from HSV values.
Fixed limits sometimes being hit too soon (e.g the prop limit).
08/02/2015
Added the --@class directive to Starfall. Allows you to set which type of Starfall entities your script should run on. If someone spawns the script on an entity that is not in the list, they receive an error message and the script does not run.
07/02/2015
The Starfall editor now shows the current line and column (or the selection range) at the bottom of the editor.
When saving a file in the Starfall editor, all extra whitespace at the end of every line is removed. This saves on file size.
06/02/2015
Increased maximum abilities from 3 to 5. Specialised cores can now use 1 of each of the other specialisation's type of ability as well as 3 of their own type. Universal cores can use up to 2 of each type.
The UI for choosing abilities will now hide all abilities that can no longer be chosen due to having slotted the maximum amount already.
02/02/2015
You must now explicitly grant the "Duplicator" permission as well as the "Toolgun" permission to buddies to allow them to duplicate your props. Toolgun permission alone will block it.
31/01/2015
Starfall documentation now opens entirely in-game. You can easily search for what you want to find.
24/01/2015
You can now set write permissions for files in the Starfall shared area. This allows others to upload to specific files in your shared folder for collaboration. To upload to another player's folder, assuming you have permission to do so:
Enter the "Shared" tab in the editor.
Find the file you want to upload to (or the root file of a package upload).
Right click it, choose either "Upload" or "Upload Package".
If you have write access, you will upload and overwrite the file(s).
Note that write permissions are separate from read permissions. Be careful who you give write permissions to as they can also rename and delete files as well as upload to them. It is your responsibility to handle the permissions correctly. By default, only you can write to your own files.
The shared area browser now remembers expanded folders when refreshing.
23/01/2015
Added the "Pulse Spiral Wave Disruptor" turret type.
22/01/2015
Added EntitypriteTrail() and Entity:removeTrail() to Starfall to add/remove sprite trails from entities you can toolgun.
Fixed Starfall hologram renderbounds being incorrect when scaled, causing holograms to disappear from view earlier than expected.
Fixed explosion effects having overly large sparks.
18/01/2015
Added word wrapping option to the Starfall editor.
Added a pack of Destiny themed models kindly provided by F.usion. Look under the "Extra Spawnlists" in the Q menu to find them.
17/01/2015
Made chairs (some will not have the correct sitting position), SBEP doors, Wiremod lights and torpedo launchers (and in doing so, their torpedoes) scale-able.
Improved the speed and reliability of the visual culling system.
Ship cores belonging to players who cannot use armour no longer show it on the overlay nor have any inputs/outputs associated with it. Similarly if a sensor array is used on a ship that cannot use armour, it will also not show on its overlay nor have an armour output.
The sensor array overlay and outputs now correctly distinguish between "Shields" for shuttles and "Plating" for ship cores. Any existing chips will not be broken by this change, using the "Shields" output will continue to work even when it turns into "Plating".
16/01/2015
Added an experimental visual culling system. When you are on a planet with an opaque sky, everything outside the planet is no longer rendered. When you are in space, everything inside planets is no longer rendered. When you are on a planet with a translucent sky, everything on other planets is not rendered. This should help with frame rate in many common situations. You can enable it in Q > TSCM > Misc, it is off by default.
10/01/2015
Starfall
Starfall now requires strict adherence to Lua's syntax and language features. Operators such as !=, !, &&, || and the keyword continue are not valid and will cause a syntax error. Existing duplicated chips will spawn and work still, but newly spawned will not.
Fixed error messages having the wrong line numbers when using --@require(sv/cl).
Fixed ragdolls floating in brush environments.
Fixed brush environments not working with map inputs (the space station airlock on galaxies now vents atmosphere and loses gravity when open).
Smaller NPCs now have higher pitch voices/sounds and vice versa for larger NPCs.
Stunned NPC/player ragdolls now correctly inherit the colour/material from the NPC/player.
Fixed Blip.tv videos having an incorrect duration in the TSCM TV player controls.
03/01/2015
Starfall
rendertarget.create can now accept W/H arguments on screens too. Use 1024, 512 to get a widescreen size RT.
Fixed render.cursorPos not working correctly on widescreen screens.
02/01/2015
Added the --@widescreen directive. Marks a Starfall screen to have a 1024 x 512 screen size. Best used with the wide green PCB screen model. Use render.getIsWidescreen() to determine if a client is viewing a screen in widescreen resolution. Most clients should be fine with it.
31/12/2014
The ship core menu now looks like the computer core's.
The Starfall editor no longer forgets which folders you had open when it refreshes the file browser.
30/12/2014
Added the "Computer Core" entity. This entity provides access to special abilities to use in combat. For more information, see the entity information thread.
24/12/2014
Added two new fonts for use in screens, "Final Frontier Shipside" and "Federation".
Made shields look better.
20/12/2014
TSCM TV
YouTube videos on the TSCM TV no longer show annotations.
Fixed TSCM TV syncing by clicking the sync button not working.
Fixed the TSCM TV "Web Page" tab potentially moving and resizing to be larger than your screen resolution and thus uncloseable.
Fixed Starship Shields not drawing until you looked directly at the emitter once.
Fixed tractor beams not drawing until you looked at their server-side position.
Fixed tractor beam sounds being often not played.
Borg ships can now adapt to armour and have their own unique beam type.
13/12/2014
Made the quantum slipstream drive much more accurate when determining who to bring along in a jump.
Fixed multiple windows opening when you right clicked with the TSCM TV tool.
08/12/2014
Fixed EGP emitters not being properly cloaked by the cloaking device.
Donators that go AFK with more than 500 entities spawned will be kicked after 30 minutes. Please do not go AFK and leave a lot of props spawned, you're killing people's framerate and potentially blocking an area.
06/12/2014
Spawning ships with resized props now resizes the props much faster.
An input of 0,0,0 to a turret now resets its position to neutral.
03/12/2014
Ships can no longer exceed 1 million maximum health. This change is necessary to stop people spamming blocks to get more hull, which wastes server resources and causes people to be unable to enter an area.
30/11/2014
Fixed cloaked entities sometimes being visible for a frame when you turned around to look at them.
Starfall chips can now see entities that are cloaked if the cloaking device cloaking them belongs to the chip's owner.
Added a directional arrow that shows when you look at a quantum slipstream or ship drive to help you position it correctly. This arrow should be aligned with the "forward" direction of your ship.
27/11/2014
Fixed not being able to stun players/NPCs in some places.
23/11/2014
It's suddenly got a lot colder, and there's this weird "snow" stuff...
18/11/2014
Fixed the TSCM TV search not working.
17/11/2014
TSCM TV:
You can now drag and drop playlist entries to change the playing order.
Made playlists auto-shorten any huge URLs (such as those from a video in a YouTube playlist).
Fixed a few provider detection bugs.
16/11/2014
Completely overhauled the TSCM TV.
All functionality is now in one menu.
Added support for looping a video.
Added playlist functionality. You can setup a playlist of videos (from multiple providers if you want) and save them. It can also import playlist URLs from YouTube directly.
Added support for Blip.tv and Vimeo videos. Note that Blip support is limited and the playback controls may not be perfect, this is their Javascript API's fault.
The playing video's title and author are now shown in the menu when a video is playing.
13/11/2014
Sped up the ship core's constraint detection massively. It should now take a fraction of a second, even for very large ships.
11/11/2014
Updated the TSCM TV, YouTube and raw video playback is now controller by the tool menu rather than the web page.
Fixed the cloaking device not cloaking sci-fi doors, and leaving props with shadows while cloaked.
30/10/2014
Updated the SF docs:
All libraries and types now use their library/type name instead of what's internally used in the code.
Restyled the function declarations to look nicer.
25/10/2014
Completely redesigned the look of the Starfall editor.
18/10/2014
Added find in files to the Starfall editor. Press Ctrl + Shift + F to open it.
Fixed players inside cloaked ships that do not belong to them being unable to see anyone else inside the ship.
Adjusted medbridge prop health to be more in line with the other prop sets.
17/10/2014
Fixed third person camera smoothing acting badly when moving fast.
Improved forcefield emitters behaviour. They should now be less fussy about how the emitter needs to be positioned.
Fixed ship turrets spawning at strange angles on the side of props.
13/10/2014
You can now drag and drop tabs in the Starfall editor to change their order.
The Starfall documentation now opens inside the editor if you use either the editor's help button or the !help command in the command bar.
12/10/2014
The "playerbindpress" hook in Starfall now allows returning true to block input for the chip's owner.
Added "Weapon" type to Starfall for acquiring basic information about weapons.
11/10/2014
Added pulse phaser emitters. They fire quick bursts of powerful pulse phaser projectiles which can also hit shields. However, they have a small firing arc and limited range.
Made beam weapons look a bit nicer.
Updated all entity tools under the TSCM tab. Any that can update an already spawned entity can now update all constrained of that entity type by holding your walk key (usually ALT) and left clicking on any part of a contraption.
Third person view is now a toggle-able convar, and behaves slightly better.
Added quick finding to the Starfall editor command bar. Type #searchstring to start performing a basic, case insensitive find.
06/10/2014
Added Wirelink:addOutputCallback() and Wirelink:removeOutputCallback(). Allows for event driven detection of output changes to wirelinks in Starfall to avoid constant polling.
05/10/2014
Added the cloaking device. A Star Trek style cloak that renders your ship completely invisible, including to sensor arrays and player's chips.
Added Ent:createWire() and Ent:destroyWire() to Starfall. Allows for wiring/unwiring without the wire tool.
03/10/2014
Added "Phaser (TMP)" as a beam emitter option. Fires a TMP era style phaser.
27/09/2014
Added SBEP materials to the materials list and made material selection much easier when using the smart material tool.
26/09/2014
Commands in the Starfall editor command bar (starting with !) now autocomplete and have a short description of how to use them.
23/09/2014
Added "Disable Use" input to the energy, refinement, water collector and life support cores. Use it to prevent people pressing use on it to activate them.
20/09/2014
Starfall
Improved the Starfall editor command bar (Ctrl + L).
Searching for files is faster and a bit better at matching, and shows a more clear representation of each file.
You can now use the arrow keys to quickly select a search result and press enter to open it.
You can also use the command bar to perform basic operations. For example, !new will open a new file, !save will save, !save <path> will save to that path.
The editor now shows which line and column you are currently on.
Stargazer
Diverting power now has a limit on how much you can divert. To increase this, take away power from systems you don't need.
Improved the node divert menu's behaviour.
Renamed the "Enable Shields" input and "Shield" output on the ship core to "Enable Plating" and "Plating" respectively. This should not break any old chips.
Changed the way the Borg ships adapt to fire, making it take them longer to adapt to a broad spectrum of attacks.
18/09/2014
Added fold/unfold all button to the Starfall editor (at the top left next to the save/new/reload buttons).
17/09/2014
Tuned beam weapon fire rates and energy usage. Lowest fire rate is now faster (max fire rate is unchanged), and energy usage is significantly lower for higher rates.
16/09/2014
Added PP buddies to Starfall shared area permissions list.
Fixed uploading a package of files to the Starfall shared area resetting their permissions.
13/09/2014
You must now have prop damage enabled in order to deal prop damage to others. This includes damaging shields.
You can now choose to only take prop damage on entities attached to a ship core (this is enabled by default).
09/09/2014
LS core anti-noclip now affects donators as well.
06/09/2014
Added numerous new functions to the Starfall render library for use in 3D cameras. Highlights include:
Functions to draw basic shapes without needing a model, e.g drawBox, drawSphere, drawLine3D.
Mesh drawing.
Clipping planes.
05/09/2014
Updated the Starfall docs with enums available in the render, trace and input libraries.
Fixed some minor things with the chatbox.
03/09/2014
Lists in the faction menu now sort alphabetically.
You can now allow all faction/alliance members to use your stuff with a checkbox in the prop protection settings.
The scoreboard will now show a (!) next to faction names of players you are at war with.
As an officer+ of a faction in an alliance, you will be notified on join if your alliance is at war.
The faction menu no longer closes for a second on update, it will merely reload the open tab(s).
Fixed some other small issues with the faction menu.
02/09/2014
You can now disable receiving messages from the global channel in chat in the same way as the coding/building etc. channels.
01/09/2014
Players no longer disappear when being taken with a ship with the quantum slipstream drive.
31/08/2014
Added Ctrl + Q shortcut to close the Starfall editor and made editor shortcuts more reliable.
Added Ctrl + Backspace to the chatbox to delete the word behind the caret.
Updated the Starfall document generator to add the environment a function/hook is present in and updated the docs with this information.
29/08/2014
Lowered the max Starfall DTVars from 64 to 32 in preparation for the next GMod update.
28/08/2014
Further improved the visuals inside the slipstream corridor. It now shows a much longer tunnel, avoids the camera going outside the tunnel and brings holograms along for the ride.
Added botSayAlliance for E2 chips to talk to their alliance members.
26/08/2014
Added the forcefield emitter. Allows you to place forcefields which block entities and weapons from passing through them.
24/08/2014
Starfall changes
Added --@autoupdate directive, will update Starfall entities on spawn from a duplication with your local version of their code.
You can now use 3D2D cameras inside a 3D camera context in screens and HUDs.
Chips will now error if you do not end a camera context you started.
23/08/2014
Added two new filter modes to the smart colour/material tool which allow you to change all constrained props with a certain colour/material in one click.
Improved the lighting in the quantum slipstream corridor, and added a first person view convar (tscm_quantum_slipstream_firstperson).
22/08/2014
Added the Quantum Slipstream Drive.
21/08/2014
Added Cardassian style transporter effect and shield effect.
18/08/2014
Starship shields now use the same sounds the type 11 shuttle does when enabling, disabling and being hit.
Added tricobalt torpedoes. You can only use one launcher with them. They move very slow, are pretty big and deal a large amount of damage to a large area. They also have a damage over time effect after impact.
16/08/2014
Drastically sped up the ship core's constraint searching and Starfall's Ent:getConstraints().
Improved the general look of deploying/undeploying armour mode on ships.
15/08/2014
Fixed the ship drive sometimes drawing the hyperspace window twice, and not always playing the hyperspace sounds.
Fixed the prop protection menu not updating the buddies/player lists when adding and removing buddies.
Fixed playtime tracking getting stuck after more than 30 minutes of AFK. It will now reset your connection time when you come back from AFK.
Beams that will end up shooting your own ship will no longer fire.
13/08/2014
Added player factions to the scoreboard.
Added ShipCore:getShield(). Returns the Starship shield emitter assigned to the ship core.
12/08/2014
Replaced FPP. Prop protection buddies is now under Q > TSCM > Prop Protection, and the share tool is under Q > TSCM > Share Props. Your old FPP buddies will be loaded into the new system.
Added ShipCore:getShipSize(). Returns two vectors, mins and maxs of the ship's size in the ship core's starship shield's local co-ordinate system. Your core must have a Starship shield, or it will return 0,0,0.
You can now set who to disable noclip for in your ship with the "Disable Noclip" input.
An input of 1 disables for everyone except you.
An input of 2 disables for everyone except you and your faction members.
An input of 3 disables for everyone except you, your faction members and your alliance members.
10/08/2014
Added two server side hooks for Starfall entities, "CheckTricorderOverride" and "TricorderOverride". These hooks can be used to add your own behaviour when a player uses right click on your Starfall entity.
"CheckTricorderOverride" receives the player using the tricorder, return true to allow them to use it, false to deny.
"TricorderOverride" receives the same player again after you allowed it, use this hook to run your behaviour.
09/08/2014
Added single pad transporter model thanks to Veegi. Transports one player only, otherwise the same as the normal pad.
Added the slyfo transporter hull prop as a transporter pad model option.
08/08/2014
Added special abilities to the 3 ship core specialisations. Each ability has a 1% chance to trigger on a certain event, and can only trigger once per 10 seconds minimum.
Tactical - On firing a beam weapon, there is a 1% chance the beam will be overloaded, doing 5x normal damage and appearing larger. Does not use up any more energy than normal.
Science - On shield hit, there is a 1% chance the shields will become invulnerable for 5 seconds, including bleedthrough damage.
Engineering - On hull hit, there is a 1% chance the hull will become invulnerable and absorb incoming damage into energy for 5 seconds.
Added some more sounds for you to use. Look under st/misc.
Resource overlays now format numbers with commas, e.g 1000 becomes 1,000 etc.
Fixed wire lights showing when warping using the ship drive.
Fixed SF net library not allowing you to send messages from clients that aren't the chip's owner.
Added net.sendOmit, net.sendPVS and net.sendPAS to the SF net library.
06/08/2014
You can now resize phaser emitters using the prop resizer tool.
Fixed some bad behaviour in Starfall coroutines, and improved error messages from them so you can see exactly where the quota is exceeded.
Fixed being unable to view server-side profiler data for screens, HUDs and emitters after they error.
Fixed gravity plating not working.
05/08/2014
Added repair beam to the ship core. Target another player's ship core or type 11 shuttle and it will repair it. You cannot repair something with more than one beam, nor can you repair a ship core that is repairing another entity. The beam will heal slower if the target has been recently attacked.
Changed the way the ship core regenerates hull. It will now regenerate the maximum of 5000 hull or 2.5% of your maximum hull, to allow for larger ships to repair faster.
02/08/2014
Added destabalising tetryon beams, these beams drain shield power from all faces for 4 seconds on hit.
Fixed the repair tool's sparks being stupidly large.
Water cores now show their current collection rate as a percentage of the maximum rate.
Fixed autosaving not always saving constraints correctly.
01/08/2014
New beam types:
Protonic Polaron, a hybrid of proton and polaron.
Spiral Wave Disruptor, equivalent to phasers and disruptors.
Voth Antiproton, reduces damage output of the target.
New turret types (same effects as the beams above):
Protonic Polaron
Voth Antiproton
New torpedo types:
Transphasic Chroniton, a hybrid of transphasic and chroniton.
Biomolecular, similar to plasma but less damage and slows the target like chroniton.
Fixed the order of weapon choices in the ship turret tool splitting up pulse types.
Fixed shields that are activated when not at full power being unable to charge to full power.
Fixed Starfall vgui not allowing you to add functions to panels. Panel:replaceMethod() now lets you add functions to the panel as well as replace existing ones.
31/07/2014
Fixed sounds not playing at a distance for most weapons.
Improved the tractor beam's look and movement behaviour.
Increased the scanning range of the tricorder and fixed it showing the wireframe overlay at a longer range than it can scan.
Added two context menu options to Starfall entities. One to restart an entity's client instance, and one to restart the whole chip.
The TSCM TV's physics object now scales in size along with the visual model.
Added proton based beams and turrets.
28/07/2014
Added an information overlay to the sensor array and ship core when you look at them so you can quickly see health status.
Improved the behaviour of the camera when transporting from a pad/shuttle.
26/07/2014
You can now use render targets on Starfall emitters and HUDs.
Fixed alpha not being applied correctly when clearing with a non-255 alpha in a render target.
Fixed an unhelpful error when passing a wrapped object to net.writeTable(). It will now inform you that you did not pass a table.
Fixed the TSCM TV's "not playing" screen not looking correct at all scales.
24/07/2014
Fixed Starfall tools opening a file multiple times per right click.
Added cvar "sf_editor_forcenew" for OS X/Linux. If set to 1, then the new editor will be loaded. Requires a reconnect to take effect.
20/07/2014
Fixed shaking (and sometimes seemingly falling) when in space.
Added the input library to Starfall. On the server it provides IN_* enums for use with Player:keyDown() and Player:keyReleased(). On the client, it provides useful functions for detecting input and for dealing with key binds.
18/07/2014
Fixed Star Trek hand weapons not scaling properly with the player model when it is resized.
Fixed the prop resizer causing props to have strange player collisions.
The Starfall profiler window now shows the total running average CPU time for the client instance.
Fixed Starfall holograms losing their scale when your client receives a full state update.
16/07/2014
Added full bindings for IGModAudioChannel based sounds in Starfall for playing sounds from local files.
15/07/2014
Improved the Voyager style transporter effect.
Sped up all transporter pad effects by 1 second.
Added prettier help text to some Q menu tools/options.
14/07/2014
Made the clientside Starfall time quota reset every frame rather than at the server's tick rate.
Fixed occasional invisible errors when creating holograms that would cause strange behaviour in Starfall chips.
Fixed an exploit with the starship shield.
Added stats for the various options available in the beam emitter, ship core, starship shield and torpedo launcher tools.
13/07/2014
Added net.writeData, net.writeType, net.readData and net.readType to the Starfall net library.
Drastically sped up uploading and downloading Starfall scripts.
The Starfall editor can now remember what line/column you were on when you closed a file and restore it when you re-open it.
12/07/2014
Starfall
The Starfall net library now behaves better. You can send net messages at whatever rate you like, but you are limited by how much data you send per second.
Made net.writeTable ignore functions passed in and generally behave better.
Attempting to write/send out of the quota will error the chip.
You can get how many bytes you've used and the max bytes quota using net.quotaUsed() and net.quotaMax().
Starfall traces now support function filters as well as entity/table filters. The filter function takes one argument which is the entity being checked. Return true to hit it, return false to go through it.
Added trace.traceEntity() which uses an entity's physics object to trace.
Syntax errors will now be caught on the client before uploading to the server and will stop the upload and inform you of the first found error.
Added experimental poly-weld tool. This tool fuses the physics objects of entities into 1. This allows for smaller ships to fly with full physics on all major parts unlike parenting. However, the effect is not reversible. Once merged, the props cannot be unmerged, you will have to respawn them.
11/07/2014
Starfall chips can now access 64 DT vars per chip for all types except string (which is still limited to 4).
Fixed a few annoyances with the third person view.
10/07/2014
Added options for the third person view to control distance, shoulder offset and rotation of the camera.
Added 3 new model options to the ship cannon.
09/07/2014
Linux users now use the old SF editor due to Awesomium problems.
Added a way for Linux and OS X users to access the Starfall shared area.
Fixed an error when a malformed UTF-8 character is in a message you send in the chatbox.
07/07/2014
Drastically sped up spawning duplications.
Removed the Starfall find cooldown. The CPU time quota is enough to catch abuse of finds. The cooldown related functions still exist, but return 0 for cooldown/next find and true for can find.
Added "Disable Noclip" input to the LS core. Like the old Environments version, this disables noclip inside your ship/station when it is in space.
04/07/2014
Fixed loadouts not syncing between servers.
Fixed first person view in the type 11 shuttle hiding other shuttle's armour as well as your own.
Fixed weird collision with scaled players.
Added phaser beams as a beam emitter type. They do the same damage as the emitter, but without the cool charge up effect.
Added "Angle Offset" input to the ship drive. If set to a non-zero angle, then the ship will rotate by this much when it next warps. Rotation is in world angles.
Starfall
Added doAll(), requireAll() and getScripts(). doAll() loads every included file, requireAll() loads every included file not already run, and getScripts() returns a table of filepath -> function pairs of every included file. Calling a function in this table is equivalent to running dofile() on its path.
Added multiple new preprocessor directives to help make including easier:
--@includedir path/to/dir - Includes every text file in the given folder. This is NOT recursive.
--@require path/to/file.txt - Includes the given file and then automatically requires it before your main file is run on both the server and the client.
--@requiresv path/to/sv_file.txt - Same as --@require, but on the server only.
--@requirecl path/to/cl_file.txt - Same as --@require, but on the client only.
02/07/2014
Fixed tricroder night vision not working as intended.
The type 11 shuttle now highlights ship cores in the tactical overlay, and no longer has rotorwash when in space.
Slightly improved the look of chroniton torpedoes.
Added "Vehicle" type to Starfall.
Improved stunning behaviour of the zat and phaser pistol.
Phaser pistol now defaults to stun mode.
Sniper mode on the phaser rifle now shoots through enemies to hit those behind.
You can now beam from one transporter pad to another using the "Target Pad" input.
Improved missile accuracy.
Replaced the annoying HL2 airboat sounds on the refinement core and water collector.
30/06/2014
It is now possible to read from and write to other player's Starfall chips directly. This requires the friend write option to be enabled. Reading only opens the mainfile, not any includes.
Added small configuration section to the Starfall editor.
27/06/2014
Star Trek Weapons
Added night-vision and bio-scan modes to the tricorder. Press WALK + RELOAD to cycle through the modes.
Night vision significantly increases brightness and highlights nearby NPCs and players with thermal vision. Note: do not turn this mode on in bright areas, it can be EXTREMELY BRIGHT.
Bio-scan mode draws health highlights on nearby NPCs and players, including through walls.
You can now optionally display NPCs on the tricorder's 3D radar.
Added a configuration section for the tricorder under Q > TSCM > Tricorder.
Added idle swaying to all Star Trek hand weapons.
Slightly improved the vapourise effect.
The phaser pistol can now vapourise small objects providing the object's owner has damage enabled.
Transporters and vapourising now clears decals on the entity being transported/vapourised to avoid weird visuals.
Fixed bug preventing Starfall processor errors from being shown in the editor.
Fixed passing a wrong argument as a find filter in Starfall causing a cryptic and unhelpful error message.
26/06/2014
Starfall
Starfall chips no longer display ops (as it's a useless measure of performance) and now only display current CPU time, and average CPU time.
You can now get the current average CPU time using cpuAverage().
The Starfall profiler tool now opens the editor on right click like the other tools.
Fixed the upload display not having the correct size.
Should have fixed SF chips unwiring when duped.
Fixed chips being run before constraints are spawned after spawning from a duplication.
You can now undo applying the smart colour/material tool to all constrained parts.
Fixed a bug where ion laser turrets would continue to play their firing sound after their target has gone out of their firing arc.
22/06/2014
Added profiler tool to Starfall. Lets you see how long certain functions are taking to run so you can better understand where you need to optimise.
Starfall processors now also make the editor open on the error line.
Starfall code uploading (when spawning/updating a Starfall entity) now works the same as downloading. Files are uploaded at a fixed rate and any files the server already has aren't sent.
19/06/2014
Fixed keeper lasers stuttering.
Fixed projectiles from ship turrets going through parented objects instead of detonating at their target.
18/06/2014
Fixed SBEP door duplication problems.
Improved AdvDupe 2's output to not spam when constraints fail and instead print to console and give a single count of how many constraints failed at the end of pasting.
Hopefully fixed AdvDupe 2 EOF errors.
17/06/2014
Fixed holograms not being clipped by the ship drive's hyperspace window.
16/06/2014
Added cross-server autosaving. If you leave one server and join the other, your autosaved stuff is available there too (providing the map is the same as the one it was saved on).
Autosaves now persist between server restarts (until you restore them).
Starship shields now drop when being transported through by your transporter, and block other player's transporters.
Beam emitters now output their type.
14/06/2014
Starfall no longer requires library loading. Libraries exist in the global table as their load name ready to use. You can still use loadLibrary, but it is somewhat redundant now.
You can now change torpedo types using the "Set Type" input, and the launcher will output its current type.
13/06/2014
Added easy to use render target library to Starfall screens. Use this to save on drawing ops.
Added vgui library for Starfall HUDs. You can use this to create the base VGUI elements included with GMod. All method names and fields are identical to their GLua counterparts.
All torpedo types now only load 1 torpedo at a time, but load twice as fast as before and do double the individual damage.
Added Chroniton torpedoes. These torpedoes do medium damage, move fairly fast and can slow down type 11 shuttles and cut the engines of CAP ships.
12/06/2014
Fixed error with Starfall matrices.
Starfall scripts can now add --@updater <SteamID> to allow for users to right click the file and choose update. This will request the file and all dependencies from the shared area belonging to the given Steam ID.
The sensor array shows the total shield charge of the attached starship shield when targeting a ship core with a starship shield.
11/06/2014
Starfall screens, HUDs and emitters that error will now show the last error in the editor when you open the file that errored.
10/06/2014
Fixed Starfall chips not resetting their average running time when being updated.
Fixed some bugs in projectile explosions and shields.
Fixed the missiles in SAM and cruise launchers showing while warping with the ship drive.
Fixed jittery movement when using the tricorder.
The starship shield now shows its type as an output.
06/06/2014
Normalised prop health values.
Fixed a few bugs in ship health computing.
Added sensor array entity. Pass in an entity (such as a ship core) and it will output health/shield/armour values.
05/06/2014
Significantly sped up text/word wrapping in the chatbox.
Added message memory setting so you can set how many messages should be remembered.
Fixed the chatbox opening when using a wire keyboard.
You can now change a turret's type after spawning with the turret tool.
03/06/2014
The happy birthday Matovick update.
Added cruise missile launcher, SAM launcher and two new turret types.
Fixed Starfall coroutine errors not being handled properly (coroutine.resume was returning true all the time, even when an error had occurred).
Fixed Starfall net sending to specific entities failing.
Added "PreEntityCopy" and "PostEntityPaste" Starfall hooks (documentation soon).
Added camera zoom control when warping with the ship drive. Use your next weapon and previous weapon buttons.
Fixed Smart Material tool not being able to use materials with weird casing.
Fixed the parent tool breaking certain entity's rendering after recolouring them.
Changed a few balance values.
Shields now take 30 seconds (from 15) to begin recharging when under fire.
Quantum torpedoes damage reduced to 2000 from 2500.
Ship core armour damage reduction lowered from 90% to 25%.
Shields take max 20 damage from projectiles rather than 10.
Photon torpedoes reload faster (3 seconds from 5), move faster (3500u/s from 3000u/s) and fire off in a faster interval (0.25 seconds from 0.75).
All projectiles now explode after 10 seconds of not hitting anything. This means plasma torpedeos have a heavily reduced range.
30/05/2014
Implemented a better spawning system for the water core's collector. Pressing use will now create a ghost version that follows your crosshair. Press use again to place. If the position is blocked it will not allow you to spawn it.
28/05/2014
Added the "st_tricorder_output" command. When used while holding the tricorder and looking at an entity, it will print the overlay text to the console.
27/05/2014
The tricorder scan overlay no longer speeds up randomly, and shows the entity's local co-ordinate axis. Blue is up, green is forward and red is right.
26/05/2014
Fixed missing/invalid includes failing silently on Starfall code upload. It now shows an error message.
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