Fixed a crash with cl_pdump
Fixed an issue with HUDShouldDraw
Alias dz_door to prop_door_rotating
Added NPC:ConditionID (Opposite of NPC:ConditionName)
Added NPC:IsUnforgettable and NPC:MoveGroundStep
ClientsideModel sets collision group to DEBRIS
Minor cleanups
Fixed clientside prediction breaking hull traces against local player
Prevent item_item_crate from spawning certain entities
Made Entity:PhysicsInitBox/Sphere set solidity before the physics object
* This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
Added sequence events to util.GetModelInfo
Events table in each of the Sequences tables, each having the following:
* Cycle
* Event - ID
* Name
* Type
* Options
Added effects.TracerSound
Fixed clientside sounds not firing SWEP:FireAnimationEvent
Fixed NPC.IsUnforgettable not returning anything
Update DoD:S player model fallbacks
Throw an engine error when trying to request invalid shader param
Minor Hammer cleanups from CS:GO
* No functional changes besides some nullptr checks
Manually update player model fallback texture changes/deletions
Fixed potential issues with Hammer (from CS:GO)
* CTextureSystem::ReloadMaterialsUsingTexture optimization
* Some entities such as info_ladder_dismount get proper colors from FGD
* Disallow creating "Auto" visgroup manually
Minor cleanups
Minor VBSP/VRAD cleanups
Hammer/VBSP support for 4 way displacement painting
Implement particle picker for Hammer
Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
TTT: Custom radio button support (Community Contribution)
* Add custom T Radio sound support and extra default sounds
Reduce healing sound count for TTT radio
It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds.
TTT: Russian and Turskish language updates (Community Contributions)
TTT: Prevent the round start info box from stacking
TTT: Fixed "Tried to create font 'X from a game font" warnings
Remove mat_remoteshadercompile (does nothing)
Fail build when VPK.EXE fails to run
Improve .nav file error handling
* L4D2 nav mesh files no longer hang on load
Fix up some cryptic console messages
* Applying a fix for L4D2 maps!
* Node Graph out of Date. Rebuilding... (random numbers)
Updated some map icons that had ugly water
Increase hardcoded max update rate to 150
Fix `kickid` by SteamID64 not working on dedicated servers
Minor cleanups
Prevent crashes in engine tracing code
Fixed render.SetShadowsDisabled calling the wrong function
Improve handing of BSP model names for clientside entities
Tries to set the model index so tracing code can work
Lightmapped_4WayBlend shader