4 Hours Ago
Update VRAD limit output Relates to gamelump limits (detail props, static props, etc), instead of 1/memory usage, it will now correctly display used memory with a maximum of 0. For static props, added a counter with a maximum value to let the user know when approaching the limit that the game client will not be able to handle. (16k static props) Make .properties parsing code same on win/linux Fixes certain strings not loading correctly on Linux Update localization files Merged Pull Requests * Optimized Widgets system * Server rating penalty for outdated servers * Localization for chat message prefixes (dead/team messages) Handle edict limit Lua errors in some Sandbox dupe functions Sandbox entity spawning adjustments * Do not store the NPC/Vehicle table in the duplications or on the entity itself. This increases dupe sizes, and we already store the spawnname so that should be enough to link into associated lists * Use list.GetEntry where possible, avoid copying the entire list and cleans up code Fixed list.GetEntry erroring when used Fixed duplicator support for HL2 entities as non admin * Sandbox now stores the EntityName on created entities and through duplicator, like NPCs and Vehicles do * Non admins can now duplicate HL2 entities from spawnmenu, and they call appropriate hooks * Portal cores now duplicate properly Added resistance-hacked combine mine to spawnmenu Fixed TreeSway causing graphical glitches with Flashlight * The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues. Prevent potential crashes on changelevel to do with color correction Pull request: Minor loading screen cleanups Disallow spawning SWEPs without models via spawnmenu * Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click) Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin Speed up entry animations for the 3 PHX seats * From 3 seconds to 1 second, like the other seats Fixed 2D skybox not rendering in water reflections without 3d skybox * When the water material specified "render 3D skybox", but map has no 3d skybox. Let's try randomizing client port if not overwritten by client Map icons for new TF2 maps Fix some BSP files not loading due to recent changes team_control_point (TF2) placeholder entity Pull Request: Minor optimizations for PlayerSelectSpawn Player:GetPunchAngle errors with lua_strict 1 (deprecation warning) Make surface props 3 & 4 work for traces * for 4 way blend shader. Also removed some unnecessary, non functional changes about surface prop 5/FDispCollTreeParams/SurfacePropAlphaFilter Minor compile warning fixes prop_exploding_barrel placeholder entity (CS:GO danger zone map) Allow mesh.TexCoord to only accept 1 tex coord So texcoord1 is mandatory, the other 3 are optional and use appropriate TexCoord4f/TexCoord3f/TexCoord2f methods internally End current Lua mesh (if there is one) on Lua error * This helps prevent the game from exploding into a million pieces on Lua error when generating meshes via the mesh library. Adjust Lightmapped_4WayBlend $seamless_scale warning * Do not complain about $DetailBlendMode with $seamless_scale without detail texture even being set. Also reset the detail texture if given bad blend mode so that it's renders better in the flashlight pass Apply a hack for clients missing MainEyePos Fix certain props not being able to be spawned due to recent changes Added 2 new parameters to PortalRefract shader * $PortalColorGradientDark and $PortalColorGradientLight Added 2 new params to SpriteCard shader * $AimAtCamera, $OrientationMatrix ($Orientation 2) * $Orientation now supports modes 3 and 4 $basetexturetransform support for DepthWrite (alpha tested materials) Recompiled necessary shaders