nosoop

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As long as there isn't any need for SDK-specific flags, moving it into the logic binary would be fine. I'm not familiar with how the bridge itself would work. From...

I've moved the entity lump code into the logic binary and confirmed that it builds and runs as expected on Windows / Linux TF2, and have also added the standalone...

> Any news regarding this pull request? Nothing on my end; just waiting on the merge or further feedback. I might retract the PR since it missed 1.11 to fill...

Retracting this PR; extension builds will be made available within the next few days\*. I'm open to resubmitting this in a form that is backward-compatible with users of the extension...

Reopening this and moving the informal discussion with @Headline from Discord into the PR conversation here. Hopefully we can get this sorted out and into stable soon. > nosoop: [I...

Fixed up a bug introduced in the core-merged version that would cause issues if parsing failed partway into a file. ---- For those interested in testing, attached are builds of...

Thanks for testing! > Would it make more sense to turn `EntityLump.Length()` into a property? `EntityLump` is a methodmap with only static methods; properties can't be declared as static as...

As I understand it, `beam` is necessary for actually rendering lights to clients — properties on the `point_spotlight` such as render color and inputs such as `LightOn` / `LightOff` are...

This was partially addressed in an undocumented change on the [2022-07-29 update](https://www.teamfortress.com/post.php?id=141285) — if the spotlight is considered efficient, `UTIL_Remove()` now gets called on the `m_hSpotlightTarget` (its `spotlight_end`) during `CPointSpotlight::Activate()`,...

> DHooks have this feature, to follow entity [...] That's basically `OnEntityDestroyed` with extra steps. It doesn't allow the callback to fire for one specific entity; the plugin author still...