Minor cleanups
Remove duplicate voice_scale from the blocked list
Apply some clientleafsystem index checks from TF2 SDK
Remove explosion sound from Emitter's underwater explosion
Minor changes to util.SpriteTrail
* No entity leakage on Lua error
Fixed some compile warnings
Fix a NPE crash with network transmission check
Change Hammers ???? spawn flag to a more descriptive text
Restore gmod_language cvar for dedicated servers
* Kinda lame that I have to do this, but in order to not break stuff
Apply some validations to shader API
Use actual model scale for jiggle bone scaling
* It was calculating the scale from bone orientation before (??) which was causing oscillations on some models when unscaled
Make joystick input add to mouse delta, not replace it
* Since the player can still use both at the same time, both affecting mouse delta at the same time makes sense, no? This is also consistent with how viewangles are handled I think
Merged Pull Requests
* TTT: translatability improvements
* TTT: use GMod language setting by default
* TTT: Equipment menu sorting options
* Menu: Optimise digest scheduling
* Pass along GM:AdjustMouseSensitivity's arguments to weapons
Make BuildFromTriangles read weights from util.GetModelMeshes
* It will only read 2 weights max naturally, while util.GetModelMeshes will return up to 3!
More ent_create NPE crash fixes
vgui_slideshow_display refuses to scan invalid folders for slides
Delete a few more "test" concommands
* This includes collision_test, kdtree_test, voxeltree_view, voxeltree_playerview, voxeltree_box, voxeltree_sphere
Add 2 new parameters to VRAD
* `-LeafAmbientSampleReduction` and `-AmbientFromLeafCenters`
Lets try rebuilding ambient cube indexes for when there are >65536 of em
Lets try making singleplayer always select first spawnpoint
* This mimics Half-LIfe 2/Portal 1 behavior. so you don't spawn on spawnpoints meant for testing during map development
Fixed crashes with SavePresets
Fixed decal related crashes with static props
* For "clipped vertices" (whatever that means) it would crash, so we prevent that
Make template spawned entities be removed if they are not NPCs
* This is for NPCMaker entities, when given invalid entity classes to spawn (i.e. not NPC classes), it will now also remove the non NPC entity after spawning it, so they don't fill up the server
Do not assign client-only color_correction entities serverside
* This fixes map cleanups applying color correction that is not applied when just starting the map
Undo some changes to clientside game.CleanupMap()
Revert "Lets try making singleplayer always select first spawnpoint"
This reverts commit 793dfc845bc7a0523c23224be83629b4303771ea.