3,556 Commits over 3,256 Days - 0.05cph!
Fixed crashing when unsubbing from addons while in game
NextBot NPCs are actually considered NextBots on client
Added missing decals/playerlogo files (for all 128 player slots)
More strict type checking for Entity.SetMaterial
You can now CTRL+A in console (or any other RichText) to select all text
Pressing CTRL while a RichText element is focused will no longer reset selection, and neither will copying the text
Lua created materials are actually properly being released now, with safeguards against recreating materials with same name and proper refcounts
Fixed Entity.Set(Sub)Material leaking material reference count on entity removal
Added "Disconnect" button to the openurl/connect confirmation dialogs
openurl/connect confirmation dialog is more resistive to spam, the "Yes" button is initially disabled for 2 seconds
Servers that failed to respond to the info request/ping are now shown in the server browser under "Unreachable Servers" section
Added "Disable Sprays" checkbox to the Options menu
Fixed not being able to see updated spray image of a player that rejoins the server after changing their spray image until the game is restarted (Also fixes their old spray image becoming error texture)
Do not save ERROR spawnicons to disk when rendering manually, unless of course we are rendering models/error.mdl itself
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Fixed a memory "leak" when building cubemaps
Prevent crashing when the BoneToWorld matrix is null
Added position to buildcubemaps console messages
Added additional info to "MaterialSystem: Out of memory in render data!" warning
Better error string for k_EResultBanned to not scare players. Used to say "VAC Banned", which is inaccurate.
Fixed "vertexlitgeneric" not doing anything as a parameter of Material(), now sets the expected shader, prevents $vertexalpha 1
Added basic support for bone followers on "anim" type SENTs - Entity.CreateBoneFollowers, Entity.UpdateBoneFollowers, Entity.DestroyBoneFollowers (All serverside only)
"anim" type sents will render their physics object with vcollide_wireframe if there exists one clientside (yellow for clientside physobj, green for model index vcollide)
renderfx is copied to clientside ragdolls like it is for serverside ragdolls
Fixed console spam from the Paint tool
IsFirstTimePredicted now returns true out of prediction
forgot to add the new images
Show the map & the server you are joining on the loading screen
Sprays now kinda work in singleplayer
Cleaned up duplicate collisiongroup rules
Lua created materials ( CreateMaterial ) are now cleaned up on map shutdown
Prevent potential crashes in CShaderAPIDx8::CopyRenderTargetToTextureEx
DMenu.Open now checks for existence of Panel.IsModal to prevent errors on servers running beta branches while clients do not
Fixed a minor copy paste error with the addons menu
ENT.Initialize for clientside only entities now acts similarly to networked entities
Fixed addons not being able to update after they have been already loaded by the game (during loading to a server)
Cherrypick voice delay fix
steamworks.GetList will always return a table, even on failure. (Fixes infinite loading when loading published items but there are none)
-noworkshop message in mainmenu only appears on Subscribed categories
Added Followed and Favorites categories to dupes/saves/demos pages
Fixed voice chat delay on low tick servers
Player.ConCommand blocked message is now an ErrorNoHalt
"connect" console command is now completely blocked on server realm
Trying to run "connect" console command from Lua on client will now prompt the player if they wish to connect to the given server
Added support for "boolean" type in .fgd
Moved "Edit Instance" button to not cover the input/output icons in Hammer (All 3 also behave better when resizing the window)
Added the func_instance_io_proxy entity (No hammer support yet, just the entity for existing maps)
Make sure contenticon.lua is identical on main compared to github
Remove the old Portuguese translation file (it was renamed)
Added the missing TTT translation file (Português (Brasil))
Updated TTT: Changed a bunch of default values for convars (Community)
Fixed yet another issue with Entity.Fire
Fixed a bug with ENT:TriggerOutput when deleting single fire outputs
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Implemented material conditional tests for GPU level from L4D+ games, assuming GPU level 3, reduces console spam and should fix certain materials looking wrong
Added !player_blue and !player_orange procedural entity names (equal to !player)
Made the 2 Portal 2 DLCs also mount with Portal 2
You can no longer shoot when clicking on empty space around a modal panel
Fixed calling gui.OpenURL from a modal panel preventing player from interacting with the gui.OpenURL confirmation dialog
Added Panel.IsModal
Added Panel.IsPopup
DMenu now better handles opening for modal panels (when it is parented to such panel manually)
Vector.Mul can multiply vector by vector now