Re-add model scale to prop_dynamic in Hammer
It works visually.
Minor cleanups
Prevent entity precaches from calling OnEntityCreated/Removed
Enable Episode 2 flinching behaviors for npc_zombie
* Also fixes its blood color being YELLOW instead of ZOMBIE
More bounds checking for texture related methods
Merged Pull Requests
* Minor optimizations for new game screen
Strip out more obnoxious symbols from server names
Allow copying server name from detailed server view
Pull Request: Minor server list optimizations
Fixed Lua error with "" for rope material
Fix nullptr crashes (on game exit?) to do with HTML panels (CEF)
Make Zombine use zombie blood color
Resistance mines target Xen Aliens from HL1
Make Resistance Mine have proper name in killfeed
Add missing attachments to Combine APC model
So the player's view is not in the ground if they somehow got into the APC
prop_vehicle_apc code tweaks
* You can now actually exit the APC if you got into a non locked one
* Non locked APC now starts the engine when entry animation ends
* Do not play locked sound for non locked APC
Fixed Gravity/Physics Gun world model
* It is no longer changing its light level based on rotation (fixed normals)
* Add 3rd skin for the mega gravity gun, used by c++ code
* Adjusted model origin to match the HL2 model (we are using HL2DM one) for NPC animations
* Fixed physics model not matching the visual model
Update some weapon icons with poor constrast
Fixed toolgun world model light origin
Add thumbnail for nb_example so people stop pestering about it
Potential fix for HUDWeaponPickedUp getting wrong entities
Updated TTT
* Add weapon group spawnflags to ttt_random_weapon
Antlion Grub ragdoll inherits color/material from the "npc"
* It's not a real NPC
Add a copy button to kick reason popup
Add `cable_dx8` to rope shader whitelist
* Whyyyy is it DX8