3,055 Commits over 2,983 Days - 0.04cph!
Invalid main menu backgrounds no longer break background switching
JPEG > JPG for 2 backgrounds
Resizing DHorizontalDivider when there's 2 or more of them with the same cookie name resizes them all at the same time
Fixed spawnlist divider not restoring its size properly (Community)
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render.Capture accepts "jpg" as an alias of "jpeg" format
Fixed gamemode convars being recreated multiple times during loading, possibly leaking memory
Exiting the server browser will now immediately stop the server search
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Picking up a prop_effect with the physgun now applies the glow effect to the model itself, not the effect ring
TTT: avoid clipping victory text in round report and other fixes (Community)
"Something is creating script errors" message now also shows the folder addon names, instead of falling back to the default "Something is creating script errors"
Run r_flushlod only on level init, not on level shutdown
Add a small icon to the recent "NPC icon in weapons" addition when the weapon is actually selected as NPC weapon override
Main menu backgrounds never switch to the same image unless there's only 1 image
Updated localization files
TTT: Optimised streaming of end-of-round report (Community Contribution)
Fixed addon names in spawnmenu not matching their workshop names
Quadruple console history log if game is started with developer 1 or higher
A different approach to newline rebuilding in console deduplication to hopefully fix the scrollbar issue
Do not allow the ERROR model's material refcount go below 0
Properly remove disconnected players from CSoundPatchs' recipient filter
Fixed NWVars not updating properly on clients when joining a server/reconnecting
Fixed certain (looping) sounds not restarting when reconnecting to a server
Fixed certain (looping) sounds not updating properly sometimes (such as Thruster sounds keep playing when the thruster is turned off)
TTT: Added French translation (Community)
You can try to join full servers again
Refine fix for loaded .png textures trying to load the non existent .vtf textures
Added mat_dumptextures concommand - dumps all used textures by the engine, for debugging
Fixed Entity.NetworkVarElement not saving/restoring properly, which also fixed 3 fields of Sky Editor not restoring properly.
Run r_flushlod on map start and shutdown, to help against default models being included in map PAK lumps causing them to be invisible on changelevel.
Fixed func_areaportalwindow not resetting its SetBlend call, causing props on certain maps to go invisible or be transparent unexpectedly
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Added killfeed translation for script_conditions entity (Appears in HL2Ep2 maps)
More safeguards when loading language files
Fixed Entity.AdvanceFrame crashing the game with invalid sequences
Fixed Lua errors from PositionSpawnIcon with bad entities
self-controlled func_tank obeys ai_ignoreplayers 1
Increased MAX_MAP_MODELS to 4096
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Fixed double "expected" in VMatrix.__mul type error
Increase MAXSTUDIOFLEXVERTS to
65536
Reduced volume of chainlink footsteps to match the rest
Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
Reduced high frequency noise on wood, concrete, tile and metal footsteps
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared
Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
Fixed NPC.Give() being able to give the NPC multiple copies of the same weapon, now returns the existing copy
Added NPC.GetWeapons(), NPC.GetWeapon( class ), NPC.SelectWeapon( class/ent )
Unmounted materials appear as missing textures properly, instead of just white
Broken Patch materials fallback to LightmappedGeneric
Changed the default fallback shader to a working Wireframe shader
Fixed extreme performance loss when trying to render unmounted materials (unmounting CSS while on a map that uses CSS content and re-joining that map)
Use UnlitGeneric as fallback shader when no shader is given, so that brushes/displacements are not completely invisible or have weird distorted wireframe representations floating around
Fixed decal related crashes on world geometry (brushes/displacements) when the material they are applied to are unmounted
Added NPC:PickupWeapon( wep ) = bool