5,130 Commits over 4,048 Days - 0.05cph!
Added filesize/total file count to FastDL downloads
Move default spawnicons to fallbacks.vpk so user changes can take precedence over the default icons
Added fallbacks.vpk to "MOD" search path
cherry pick displacement fix
Fixed displacements not having collisions with vphysics on certain maps
cherrypick the vehicle camera eyeangle fix
Added a 3rd argument to Pre/PostDrawTranslucent/OpaqueRenderables - isRendering3DSky
Fixed parenting issues with func_movelinear, and a an issue with startSound possibly not restarting
Entity.GetModelMaterials will now return complete list of materials if used on a brush model, including the map. Maximum for models is reduced to 128 (from 256) which matches other places in the engine when it comes to models.
Fixed performance discrepancy of Entity:GetMaterials() between different models
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Remove localplayer local angles hack from Entity.EyeAngles()
Added Player.LocalEyeAngles(), which returns the unmodified by vehicle view/being parented eye angles.
Do not disable collisions when parenting brushes to one another (Experimental)
Prevent weld constraint assigning a global variable with the last created weld (Community Contrib)
Map icons for new CSGO maps
Added "menu_cleanupgmas", "mat_specular 0" and "Addon missing file, nothing to mount" issues to Problems panel
Fixed file.Find not working for some addons
Apply PhysObj.EnableMotion to all PhysObjects of a Jeep, and enable it in multiplayer
Added description to local saves/dupes/demos, and fixed a minor visual issue with their titles in spawnmenu
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Fixed crashing issues with trying to set/get flags on invalid physics objects
killfeed translation for cycler_actor
Potential fix for Linux x64 crash when unmounting addons
Do not add the .gma files to each folder to internal addon content file list
Fixed spawnicon re-rendering not working
Potential fix for crashes when removing fire particles when removing an entity/leaving server/etc
StudioMDL: Added -vpfix command line switch that may fix high poly models with LODs and bodygroups getting some of their meshes on LOD 0 destroyed
StudioMDL: Added "noautodmxrules" support to $model
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StudioMDL: Added support of "autosteps" to "ikrule" in $sequence
StudioMDL: Added support for "percentstartloop" for $sequence
StudioMDL: Added "$dmxeyelid" and "$vcafile" commands
StudioMDL: Added "framestart" and "nostallframes" $sequence commands from CSGO
StudioMDL: Added support for "noanim_keepduration", "forceboneposrot", "scalebonelen", "bonedriver", "reverse", "appendanim" $sequence commands from CS:GO
Slightly improved SSAO depthpass (NeedsDepthPass hook, render.GetResolvedFullFrameDepth) not working correctly with props/NPCs and viewmodels (pp_bokeh 1 now works a bit better)
Made DrawBokehDOF function available to addons, i.e. it is no longer a local function (Community Contribution)
render.RenderView now resets the "ShouldDrawLocalPlayer" cache, allowing the hook to be called again for those renders, fixing ShouldDrawLocalPlayer not working properly with multiple renders within a frame.
Fixed some cl_show_ debug text overlapping itself or going offscreen
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Added func_instance_io_proxy support to hammer/vbsp
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Undone server browser minimum ping penalty where servers < 60 ping would all be considered as having 40 ping for server ranking
Added $boneflexdriver support to studiomdl
Added support for $boneflexdriver in models into the game (not tools yet)
studiomdl use auto growing vectors for bunch of internals (vertices, normals, faces, texcoords, etc) instead of static arrays
studiomdl: More minor improvements from CS:GO's version (Model source vertex count limit increased by 8x, !!!model output limits unchanged!!!)
studiomdl.exe: Changed mesh weights cut of from 0.05 to 0.0001 (matches CS:GO)
Added more context to "Zero-size file or no sequences." studiomdl warning
studiomdl: Restored position epsilon for fuzzy vertex position comparisons to 0.05, from 0.01 (and a few other changes about LODs from CS:GO)
Fixed some console commands crashing when used without a player on the server
Fixed ent_remove being able to delete players
Made CPropVehiclePrisonerPod's serverside and clientside vehicle view angles/position match properly
Made Jeep/Airboat vehicle view angles match properly (used to have different angle dampening settings)
CBasePlayer::EyeAngles now returns the vehicle view angles just like EyePosition does the vehicle view position, and it is no longer used to calculate the vehicle angles in the first place (LocalEyeAngles is used now)
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