Improve TWOPASS model detection & fix alphatest SSAO pass
* Alpha-tested materials are now considered opaque
Alpha test HL2 door props with windows in it
(Sub)Material overrides affect depth passes
* So making a glass prop (or glass part of a prop) opaque actually affects the flashlight shadow
Combine Mine relationship adjustments
* Doesn't attack Combine Gunship, Manhacks, Stalkers
* Always attacks barnacles
* Respects IgnorePlayer and DisableAI settings
Delete clientside part of prop_vehicle_cannon
* Serverside part was already removed from GMod
* Also removes it from the FGD
Apply same restrictions on APC as the Jeep has (properties & PhysGun)
Fixed client D.O.G. ragdolls leaving behind ropes on removal
Add tracer effects to Shotgun/Annabelle fired by NPCs
Fixed rapidly loading models (dupes) affecting model translucency flags
* Models now consistently get their translucency/twopass flags set, regardless of when they are loaded. Previously It was that opaque materials would be detected as translucent due to previous rendering operations, causing models to have wrong flags for the entire play session, and differ between play sessions.
Try to occasionally compact pending sounds vector
* Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out.
Clear m_CompensatedEntities of invalid entities every second
* To prevent server crash in highly unlikely scenario of nobody shooting a gun for centuries in the server
Increase lagcomp invalid ent clear timer to 60 seconds
Added serverlist.ServerRules (menu state)
* Similar to serverlist.PlayerList but for server rules. Both also now have a second argument in the callback indicating whether the callback was an error
Update gmod.code-workspace
Revert "Potential fix for HUDWeaponPickedUp getting wrong entities"
This will require network breaking changes
Prevent worldspawn (re)creation in a few more places
Set default m_flUseLookAtAngle for func_button to 0.8 (was 0)
Fixed Player:DropObject not working for Physics Gun without the arg
Particle Editor search and Copy Name button
Reset particle preview when it was hidden and became visible
* "Fixes" some particle previews just becoming blank after a while of not being simulated.
Minor cleanups
func_conveyor affects physics props