3,556 Commits over 3,256 Days - 0.05cph!
HL1 Scientists will talk more with each other
One more weird sound filtered out from HL1 maps
SLAM + HL1 weapon translations
HL1 weapon scripts (probably should move them to a subdirectory)
Restored more HL1 npc convars (Duplicates got HL1 in their name)
HL1 barnacle reacts to ignore players
HL1 weapon/ammo convars (Duplicates not added yet)
Added HL1 ammo types (Duplicates have HL1 suffix)
Restored hl1 headcrab sounds
Restored HL1 NPC convars and given them defaults from skill2.cfg
Do not play default locked sounds for touch doors
Restored HL1 fix for when the locked sound is an ID rather than a soundscript
Fix NPC accuracy with HL2 Pistol
Fix Lua errors with player classes when class is not set
Apply VDC fix for custom detail/detailsprites textures with different aspect ratios from the original
Automatically switch the detailsprites material for an EP2 one if the map appears to have EP2 detail sprites
Fixed CFileSystem_Stdio::FS_stat on Windows
Added NextBot:HandleAnimEvent
even more temporary debug output during loading
Display a message when an entity was refused to be loaded due to them missing Base and Type keys
Dispaly a console warning when scripted_ents library was overridden and is now not a table instead of silently doing nothing
Added missing materials to fallbacks that cause console warnings/errors with no mounted games
Fix some HL:S weapons failing to load their scripts on client
Player classes are set on all clients automatically clientside
Added hook GM:PlayerClassChanged
Player classes are initialized as soon as they are set, instead of on first hook call
Added NextBot.FireAnimationEvent clientside hook
Git: Fixed tool ghosts being still left behind on tool holster in certain cases
Entity.Fire and Input also support booleans just like GM:AcceptInput
Added SetMaxLookDistance (float) input to all NPCs (Is also added to the .fgd)
npc_sniper's laser will properly represent the maximum distance the sniper can see for
Panel.GetTextSize actually works now
Do not rehash clientside Lua files unless it is actually needed
Stop refreshing server list upon joining a server or switching between server list types (Internet, LAN, favorites, etc)
Double the amount of servers shown per gamemode
Do not hide "Stop refreshing" button while browsing servers of a gamemode
Reduced rankiing impact of empty servers, increased ranking impact of full servers
Server ranking based on player count now starts earlier
Do not load new backgrounds while in the loading screen
Added fallback textures for "painted" skybox to prevent console errors and allow cubemaps to be built with the painted skybox
Added GameData key to gameinfo.txt
Added proper $tooltexture to gm_construct/water_13
Middle Mouse Click to pan in Hammer
Client precipitation never tries to bind a NULL material
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Borderless Windowed setting in Options
Temporary: Added more steps to the loading screen around Sending Client Info
Fix small Lua error in weapons module
Fixed Entity.GetTable being recreated upon loading the entity table from .lua file when one already exists
Shorter Rich Presence and better _modded handling
Steam Rich Presense: Display "Nice" gamemode name if possible, and don't include _modded part for internal gamemode names
Fixed prediction errors when noclipping and changing underwater state
Blood decals from shooting NPCs and Players can now be stuck to props too, not just world.
Port infinite bodygroups for studiomdl.exe from csgo
HL1 human grunts no longer spam console about forming squads
Removed rendermode hack for transparent entities which didn't even work properly
Fixed engine.ActiveGamemode() not returning current gamemode in clientside autorun scripts
Increase MAX_NODES to 4096
Added support for -allowdynamicpropsasstatic to vbsp
Added func_detail_blocker support
MAX_MAP_BRUSHES increased to
16384
Increased limits:
Entities - 8k to 20k
Displacements - 4.5k to 5.5k
MAX_MAP_AREAS - 256 to 1024
Move default spawnlists to settings/spawnlist_default/
Change HL1 leech to use its HL1 model
HTTPS for API Manifest
Fix prop_effect bodygroups on spawn for real