Minor changes to overlay rendering from CS:GO
Batched overlay rendering support
Merge normal calc for overlay stuff from CS:GO
Static prop physics scaling
Fix some air being considered water on CSGO dangerzone maps
* It was partially fixed for grenade clips, now fixed for drone clips
r_staticpropinfo 5 shows static prop bounds
* Just for debugging
Unhide r_renderoverlaybatch for now
Fix Linux SRCDS failing to build
Fixed bugbait crashing in a certain scenario
Prevent invalid VTF file flags from crashing the game
For TEXTUREFLAGS_RENDERTARGET / TEXTUREFLAGS_DEPTHRENDERTARGET flags, instead of refusing to load these files, simply remove the flag so we don't crash later on. These flags are invalid to be in files.
Added SENT_AI:ResolveCustomFlyCollision( trace, vecVel )
Fix player NPC squad HUD not having a background
* Also make the HUD element fit all NPCs following you (up to 16 right now)
Delete some unused CGarrysMod stuff
* Also block building_cubemaps convar (can still read it)
* Removes IGarrysMod::MD5String, PlaySound, GetMapName
* Removes CGarrysMod::SteamLogon, UpdateVGUI, MD5String, PlaySound, LoadDLLModule, GetMapName, GetServerAddress, m_ServerAddress, IsSteamOverlayActive, OnGameOverlayActivated
Bump renderData to 16MB max
* Was 4.4 MB. This is a bandaid fix for many skinned meshes existing on screen at once causing crashes (on x86-64)
Prevent NPEs in FireBullets
Some RenderData nullptr checks
Minor change for FlashlightState_t mem layout
Discard certain saverestore types
* CSoundPatch, CTakeDamageInfo, CEffectData will no longer throw errors
Invert Green channel on citizen sleeve c_model normal
Unfix door_03_slotted_left.mdl skins
Remove recently added DebuggerBreak call