Implement CHAR_DIRSTEREO
Also fixed a potential issue with CAudioDeviceSDLAudio
Iterate over duplicator positioning
* Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes
Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity
* Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1
Remove more "test" console commands
* drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect
Change buddha messages to be send to client console
Remove hidden "killtarget" concommand
Make base gamemode load spawnpoint list from the entity
* So we have 1 dynamic list of spawnpoint entities we want Lua to register and use
Added MC:V to mountable games list
Fix main menu being a tiny square for split second on game start up
Minor change
Unchange some hardcoded defaults for global EmitSound
* Hopefully this is as simple as this for issue 6769
Fix Hologram/Distort render FX affecting attachment & shadow pos
* This fixes driving a hologram jeep causing player view to jitter around with the animation.
Fix HL1 ammo not respawning at correct pos with mp_weaponrespawn
Remove some unused fields from HL2MP gamerules
Added Black Mesa as mountable game
* Also adds placeholder entities for some NPCs, such as guards, scientists and the HECU
Slightly improve error handling for saving JPG/PNG files
Change navmesh.GetNavAreaCount data source
* Fixes its return value not matching getAllNavAreas return count
Fixed a crash with trigger_tonemap & some other issues
* Also fixed `trigger_weapon_strip` preventing weapon pickup indefinitely if removed while player is inside the field
Updated FGD files
* func_useableladder origin KV is now defined (since its auto generated)
Try to fix trigger_playermovement sticking when removed with a player in