5,113 Commits over 4,048 Days - 0.05cph!
* Improved Entity:GetKeyValues to show actual values of keys and to show ALL keys
* Added a second parameter for Player.Give - boolean, set to true to not give any ammo ( at all ) when the weapon is given
* Fixed changing Lua variables of SWEPs in hooks such as GM:WeaponEquip not being applied to engine functions instantly
* GitSync - TTT, draw.RoundedBoxEx changes
Restored the d1_trainstation_05 hack to the plugs
* Moved SRCDS workshop files to cache/srcds/id.gma, from addons/ds_id.gma
* Added a little bit better error message to the "bad jpeg icon" of GMPublish
! Get rid of some unnecessary workshop related files and classes
* Moved Subscription list and Workshop thumbs up counter to ISteamUGC
* Only display warnings about unused .gmas when there are such .gmas
* FIxed a regression with Player Animation State ( Noclip animation not looping )
* Switched SRCDS Steam Workshop to ISteamUGC API
Do not ship overrides/ empty fallbacks/ folder to Steam
Updated Steamworks SDK to 1.38a
* Added player.GetCount()
* monster_bigmomma can now be killed on maps that are not from Half-Life: Source
* Set r_radiosity default value back to 4
* Increased lightcache size from 200 to 3000 ( test )
* Fixed a problem with the addon system when "Subscribing to All" in a collection with items that you are already subscribed to
Solved the DXT5 compression artifacts on gui/corner* materials
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* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
* Removed RPG from the game
* Adjusted HL2 weapon's idle times to match sv_defaultdeployspeed convar
* GitSync
Fixed a crash related to rope rendering
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* Fixed PreCleanupMap not being called on client
Get rid of the unnecessary check for whether the user owns Source SDK Base 2006
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
* Fixed an issue with DComboBox
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
* Added vgui/gradient-l.vmt
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* Default NPC render group to engine default instead of RENDER_GROUP_OPAQUE_ENTITY
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* Added Is_Angle internal helper ( to be consistent with Is_Vector, etc )
* Angle() global now works the same way as Vector() global, i.e. Giving it an angle object will return a copy of it, etc
* Added CNavArea.__eq
! GitSync - TTT changes, panel cleanups
* Fixed Model Viewer background for Hammer
* Updated Crossbow materials
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* Fixed a crash when dynamic props are created too early
* Switched ClientLeafSystem from ushort to uint (from upstream)
* Updated No Steam User error message with Steam Family View stuff
* Fixed RPG spamming sounds on first equip in multiplayer
* Renamed IMaterial:GetVector to IMaterial:GetVectorLinear
* Added IMaterial:GetVector that returns proper 'unclamped' values
* Fixed 7 cases where weapons with NULL owner would crash the game
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* World Clicker panels will now properly "uncapture" the mouse when set insivisble without releasing the mouse button first
* GMod will no longer try to precache unused EP2 jalopy particle effects
* cam.Start now supports "poster" console command in 3D mode
* Removed the "VehicleType:prop_vehicle_jeep" message when entering a vehicle