2,138 Commits over 1,522 Days - 0.06cph!
Booltil/FreeImage/SQLite build for Linux64
Fixed Linux not building with recent changes due to AWESOMIUM
* Can't get rid of it soon enough
LuaJIT builds for Linux64
Separate Linux Client and SCRDS build scripts
Try to add classname to CUtlRBTree overflow message
Fixed some regressions when entity search, incl Barnacles
Rename ErrorFromLua to ErrorNoHaltStack
Added CLuaInterface::FormatError
Fixed some compile warnings
Allow mesh.BoneData to be called with index 2
* Weight value is ignored in this case
* Mesh() global now allows 3 bone weights
* Mesh:BuildFromTriangles will now read up to 3 weights, depending on the input above
Added 2 new sub scopes to PhysFrame
* `PhysFrame-CPhysicsEnvironment::Simulate` and `PhysFrame-VPhysicsShadowUpdate`
Added OnChangedFromMin/Max to math_counter entity
* Also added SetMax/MinValueNoFire inputs for it
Improve error handling of Autorefresh
Fixed memory leak with Windows auto refresh with symlinks
* Hopefully without regressions, as the system was changed somewhat substantially
ToGL can now build using GCC14
* I pushed too soon accidentally
Fixed FreeImage not building on Windows now (oopsie)
Minor changes to build scripts
* Can now almost build on vanilla SteamRT 4
Try to add the file path to CWin32ReadOnlyFile::FS_fread warnings
LuaJIT and Bootil can build using GCC14
VPC builds using latest GCC, and does so successfully with GCC14
Game can now build using GCC14
Port a fix for math.ceil/floor
Add some self checks for corrupted map files
"load" concommand doesn't boot you from session for missing saves
* So "load quick" bind doesn't disconnect you if you accidentally press it without having a quick save
Fixed ZFunc not being set when overriding depth testing
Fixed regression with DPanel:OnMousePressed due to recent changes
Merge Pull Requests
* Make ENT:StoreOutput treat times=0 same as times=-1, making it consistent with engine entities
Try downgrading actions/checkout to v5
* goddamn github man
Update GHA actions to version 6 for Linux and Windows
Add trigger_portal_cleanser to entity override whitelist
Fixed a crash with render.UpdateScreenEffectTexture
Remove widgets.RenderMe and properties.GetHovered serverside
* widgets would just do nothing, but shouldn't exist on the server, properties.GetHovered would just error out
Minor cleanups of various methods to match wiki and vice versa
Prediction errors on arrays include array index for ints and floats
Fixed a couple memory leaks with multicore rendering
* Mostly relates to functions such as render.UpdateScreenEffectTexture and render.PushCustomClipPlane
Use newer gcc for chromium process
Disable panel drag'n'drop with mouse 3/4/5
Fixed Hacked Rollermines ignoring Combine Hunters
Allow setting filters via Entity:SetSaveValue
Added a few more entities to override whitelist
* info_player_teamspawn, info_vehicle_groundspawn
* Placeholder entities based off of prop_dynamic and prop_physics
Fixed various potential crash issues when creating entities
More potential crash issue fixes when creating entities
Even more potential crash fixes around entity search
Fixed a couple instances of \b used instead of \n
Bandaid fix for GetBoneTransform returning garbage
* This needs investigating further
Added p2p_force_reliable convar
* Defaults to 0, forces all packets to be sent over reliable P2P channel.
* Stop using k_EP2PSendUnreliableNoDelay for all small packets, use the more reliable k_EP2PSendUnreliable
Attempt a different fix for overlay layers resetting on server join
Added feedback message to host_writeconfig_lua
Added ability to load Srcds Workshop Ids from a file
* It can be used alone or in conjunction with a collection. Documented on wiki
* Moved srcds workshop cache file from `cfg/srcds_addons.txt` (too generic) to `cache/srcds_addon_list_cache.txt`
Remove CExampleEffect screen space effect from builds
* I don't think it was ever accessible from Lua/whatever
Prevent Lua errors when using prop_effect in base gamemode
* I don't know why this Sandbox specific entity is in the base gamemode, but it is, so we gotta deal with that now.
Add UpdateScreenEffectTexture matproxy, use it for that PHX screen
* Basically it forces _rt_FullFrameFB texture to update (at the end of the frame), meant to be used on model materials that make use of this texture.
Fixed SWEP:CustomAmmoDisplay causing UI overlaps sometimes
Fixed normals on a few more built-in models
* prison_padlock001b.mdl
* de_inferno/goldfish.mdl, claypot01.mdl & its gibs, claypot02.mdl
Fixed normals on more built-in models
* de_tides signs
* fanhousing models (CS:S and EP2)
* "Thrown" versions of CS:S grenades + the holster without a gun
* furnitureArmchair001a.mdl
Add fallback CS:S hostage pain sounds
* For TTT, but also any other addon out there
* The sounds are just the citizen ones
Force panels to think & enable clipping when main menu is open
Get rid of some usages of Bootil::BString from lua_shared
* ILuaShared unchanged
Minor cleanups
Reduce code duplication when calling Lua functions from C
Recompile cargo container props to fix tangents + add 3 new props
Update default spawnlists
* Added the 3 new cargo container related props
* Rearranged CS:GO map props spawnlist
Updated spawnicons associated with the recently changed spawnlists
Update L4D1 spawnlist to have more props
Minor cleanup with saverestore.Pre function calls
Prevent gmod_tool error when having addon tools in non Sandbox GM
Fix ammo hud spamming animations
* Makes HUD switching from Lua's custom ammo display hook smoother
Resolve nullptr crash with SourceTV/HLTV
Fixed a regression with vehicles due to recent changes
Stop HLTV running "spectate" concmd
Fix bone cache always caching root bone but not calculating it sometimes
Add some bone cache bounds checking
Fixed Zombies creating double ragdolls with keep corpses on
Fixed Spawnmenu middle mouse click regression
Handle addons not providing complete data for NPC weapons
* So spawnmenu doesn't get bricked entirely
Use more dynamic fallback for Infected shader
* Instead of shipping edited materials, we do it in code
Fix false positive with "Out of bounds bone in CIKContext"
Fixed potential npc_alyx related crashes
Potential fix for a crash on that one CS:S map
Update Windows symstore path
Lets try ignoring UV adjustments in surface.DrawTexturedRectUV
* So the function's UV arguments work like expected, without the "sub pixel adjustment" stuff, which seems unnecessary?
* Only the Lua binding is affected
Refine DImage subrect support and KeepAspect features
Minor cleanups
Remove leftover debug panel from Paint tool, KeepAspect the icons
Improve DImage shader replacement system
* Uses case insensitive check for VertexLitGeneric, includes LightmappedGeneric now
* Handles SubRect shader materials by drawing the correct part of the texture
Try to have Paint tool UI with previews
* https://files.facepunch.com/rubat/2026/October13-3318-SecondhandWoodborer.png
Fixed "is3DSkybox" variable not resetting when returning from hooks
Fixed some missing textures on Half-Life 2: Episode 2 props
Try to workaround Portal using same texture names as Ep2
Remove some unused libs from menu state
Use a different delimiter for "last map" saves
* One that can't naturally occur in filenames
Change network transfer folder blacklist into a whitelist
* Seems more logical to be this way
* Also removed .ain from extension whitelist, since it's a useless for the client format that is no longer automatically sent anyway
Try resolving a crash with recent change to Entity:SetPos
Merged Pull Requests
* Remove usage of a unnecessary Think hook in DOF post processing effect
* Updated a comment in SurfaceProperties.txt
Includes higher quality Eli Vance face texture from S1 repo
Fixed typo in cam.End2D underflow error message
Probably fixed Linux not building
Make "failed to dlopen" skips case insensitive
Update combine_booth_tall01b.vmt
* Include $normalmapalphaenvmapmask but still commented out, just so uncommenting it makes it work better should anyone choose to do so at some point
Fixed IN_MOVERIGHT/LEFT not activating from controller
Fixed false positive for "SeekPut overflow" message
Fixed Player:KeyDown in SP clientside not detecting controller move
Fixed SetNWVarProxy callback's old value being the new value
Make Entity:SetPos run trigger touch events
Material reading fixes
Fix engine.CloseServer falsely claiming the server is shutting down
Update file.Read blocklist
* So it doesn't affect file and folder names in DATA path
Added 9 new combine related props from licensee repo
* Adjusted combine_booth_tall01b.vmt to be less extremely glossy
* Preview: https://files.facepunch.com/rubat/2026/October08-3304-MeanIrishsetter.jpg
Fixed missing material on that one CS:S prop and EP1 prop
Block envmap and lightprobe commands from Lua
Replace usages of string.Explode with string.Split
Properly fix env_microphone missing closed captions
Make dedicated server workshop cleanup do it in correct folder
* Was cleaning cache/workshop/ while saving files to cache/srcds/
* This separation helps ME PERSONALLY when running dedicated servers from the client install
Fixed some dupes/saves/demos not loading
* Specifically when they only have a single tag - Dupe, Save OR Demo
Added more decompression self checks
* Removed FastLZ fallback decompression attempt from util.Decompress - I don't think anything out there can actually hit it. Oldest dupes/saves on the workshop already use LZMA. util.Compress used LZMA since 2014
Enable ALT+F4 closing the game
Make Get/SetNetworkAngles exist serverside for consistency
* Also made these functions check for reasonable values
Apply that getmetatable() LuaJIT fix someone wanted
Handle context menu errors when "originator" panel is removed
Fixed engine.LightStyle only updating static props once (Community Cont)
Remove some map compile tool parameters
* `-novconfig` - was non functional basically
* `-vproject` - same as `-game`, irrelevant for GMod
* `-x360`, `-nox360` - never existed
* `-xbox` - Same as `-nodrawtriggers` + one other pointless option
* Moved `-tmpout` from VVIS (doesn't exist) to VBSP (exists)
* VBSP's `-virtualdispphysics` - never worked/doesn't exist
* Document some undocumented VBSP params (Already documented on VDC, so nothing new)
Added -noTJuncsDetail to VBSP from TF2
Apply T-Junction limit softcap (Community Contribution)
* Apparently is now in TF2, prevents the compiler from just stopping
Bump MAX_MAP_TEXINFO to the new TF2 limit (16k>32k)
* The other changes are already in GMod
Other map compile tool related changes
* Remove redundant VRAD code + fix VRAD potentially adding new planes to the map
* Increase limit of detail sprites added by VBSP to its new TF2 limit (2mil=>2bil)
Make r_DrawBeams 2 affect sprite trails (to draw wireframe)
Make surface.DrawPoly throw an error when giving invalid data
* Specifically when giving it less than 3 verts
Stop ropes being invisible in specific mcore circumstance
* `r_queued_ropes 0; mat_queue_mode 2; gmod_mcore_test 1` is the exact scenario
Restore functionality of sk_auto_reload_time
* Requires gmod_suit set to 1. Value of 0 or below disables the feature.
Fixed Spawnmenu middle mouse click regression
Handle addons not providing complete data for NPC weapons
* So spawnmenu doesn't get bricked entirely
Fixed -force32bit trying to launch 64bit CEF
Use more dynamic fallback for Infected shader
* Instead of shipping edited materials, we do it in code
Fix false positive with "Out of bounds bone in CIKContext"
Fixed potential npc_alyx related crashes
Potential fix for a crash on that one CS:S map
Update Windows symstore path
Added 64bit Holly libraries from x86-64 (and made them work)
Force 64bit builds as the default
* gmod.exe now relaunches with gmod_win64.exe on 64bit systems, exactly like TF2 does
* Similarly `-force32bit` can be optionally used to still force 32-bit client
Resolve nullptr crash with SourceTV/HLTV
Fixed a regression with vehicles due to recent changes
Stop HLTV running "spectate" concmd
Fix bone cache always caching root bone but not calculating it sometimes
Add some bone cache bounds checking
Fixed Zombies creating double ragdolls with keep corpses on
Recompile cargo container props to fix tangents + add 3 new props
Update default spawnlists
* Added the 3 new cargo container related props
* Rearranged CS:GO map props spawnlist
Updated spawnicons associated with the recently changed spawnlists
Update L4D1 spawnlist to have more props
Minor cleanup with saverestore.Pre function calls
Prevent gmod_tool error when having addon tools in non Sandbox GM
Fix ammo hud spamming animations
* Makes HUD switching from Lua's custom ammo display hook smoother
Fixed normals on more built-in models
* de_tides signs
* fanhousing models (CS:S and EP2)
* "Thrown" versions of CS:S grenades + the holster without a gun
* furnitureArmchair001a.mdl
Add fallback CS:S hostage pain sounds
* For TTT, but also any other addon out there
* The sounds are just the citizen ones
Force panels to think & enable clipping when main menu is open
Get rid of some usages of Bootil::BString from lua_shared
* ILuaShared unchanged
Minor cleanups
Reduce code duplication when calling Lua functions from C
Added p2p_force_reliable convar
* Defaults to 0, forces all packets to be sent over reliable P2P channel.
* Stop using k_EP2PSendUnreliableNoDelay for all small packets, use the more reliable k_EP2PSendUnreliable
Attempt a different fix for overlay layers resetting on server join
Added feedback message to host_writeconfig_lua
Added ability to load Srcds Workshop Ids from a file
* It can be used alone or in conjunction with a collection. Documented on wiki
* Moved srcds workshop cache file from `cfg/srcds_addons.txt` (too generic) to `cache/srcds_addon_list_cache.txt`
Remove CExampleEffect screen space effect from builds
* I don't think it was ever accessible from Lua/whatever
Prevent Lua errors when using prop_effect in base gamemode
* I don't know why this Sandbox specific entity is in the base gamemode, but it is, so we gotta deal with that now.
Add UpdateScreenEffectTexture matproxy, use it for that PHX screen
* Basically it forces _rt_FullFrameFB texture to update (at the end of the frame), meant to be used on model materials that make use of this texture.
Fixed SWEP:CustomAmmoDisplay causing UI overlaps sometimes
Fixed normals on a few more built-in models
* prison_padlock001b.mdl
* de_inferno/goldfish.mdl, claypot01.mdl & its gibs, claypot02.mdl
Rollback changes to addon whitelist
* It caused issues on Linux builds with addons that use non English characters
Add some panel related hacks to account for community made addons
Enable override of suit/health charger entities & combine mines
Add possible solution steps to "Failed to init Steamworks" crash
Remove half-working spawnmenu-only check from citizen RPG check
* In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only.
Add more entities to Lua override-able list
* filter_activator_context, game_player_equip, trigger_push, ambient_generic
Fix double notifications when hitting Sandbox vehicle limit
Updated a whole bunch of built-in spawnicons
* About 600 of them
* Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist
Update default spawnlists
* Rearranges some stuff to better group similar items
Update TF2 weapons spawnlist
Slightly adjust L4D1 and Portal spawnlists
Added more allowed entity overrides
* item_battery, item_healthkit, item_suit, item_longjump
* func_pushable, func_healthcharger, func_recharge
* Half-Life: Source ammo entities
* weaponbox, speaker
Added Satchel entities to override whitelist + func_tankmortar
Disable panel drag'n'drop with mouse 3/4/5
Fixed Hacked Rollermines ignoring Combine Hunters
Allow setting filters via Entity:SetSaveValue
Added a few more entities to override whitelist
* info_player_teamspawn, info_vehicle_groundspawn
* Placeholder entities based off of prop_dynamic and prop_physics
Fixed various potential crash issues when creating entities
More potential crash issue fixes when creating entities
Even more potential crash fixes around entity search
Fixed a couple instances of \b used instead of \n
Bandaid fix for GetBoneTransform returning garbage
* This needs investigating further
Add more entities to Lua override-able list
* filter_activator_context, game_player_equip, trigger_push, ambient_generic
Fix double notifications when hitting Sandbox vehicle limit
Updated a whole bunch of built-in spawnicons
* About 600 of them
* Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist
Update default spawnlists
* Rearranges some stuff to better group similar items
Update TF2 weapons spawnlist
Slightly adjust L4D1 and Portal spawnlists
Added more allowed entity overrides
* item_battery, item_healthkit, item_suit, item_longjump
* func_pushable, func_healthcharger, func_recharge
* Half-Life: Source ammo entities
* weaponbox, speaker
Added Satchel entities to override whitelist + func_tankmortar
Add possible solution steps to "Failed to init Steamworks" crash
Remove half-working spawnmenu-only check from citizen RPG check
* In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only.
Rollback changes to addon whitelist
* It caused issues on Linux builds with addons that use non English characters
Add some panel related hacks to account for community made addons
Port some color conversion implementations from x86-64/csgo
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit
* So it doesn't crash on launch. Needs investigating further.
Enable override of suit/health charger entities & combine mines
Add possible solution steps to "Failed to init Steamworks" crash
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit
* So it doesn't crash on launch. Needs investigating further.
Enable override of suit/health charger entities & combine mines
Rollback format change to _rt_ResolvedFullFrameDepth
* This is a temporary test
Port some color conversion implementations from x86-64/csgo
Rollback changes to addon whitelist
* It caused issues on Linux builds with addons that use non English characters
Add some panel related hacks to account for community made addons
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PR: Type-check all arguments of player_manager.AddValidModel
Delete SCRIPTNAME and SCRIPTPATH setting code
* This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script.
Resolve default cubamap refcounting with recent changes
Minor fixes
Fixed normals on ConsoleBox models
StudioMDL: Adjust behavior of no $cdmaterials
* A small fix for internal model paths (modelsrc/ => models/ in generated path)
* Tell the user if $cdmaterials is not provided, and display the generated path
* Made the generated path have consistent slashes
Adjust ConsoleBox05a material to be less reflective
Add HDR version of the default cubemap
Update localization files
Fixed a graceful crash with prop_vehicle_crane
Fixed "Invalid HitboxSet" warnings with util.Trace
Minor cleanups
Bump exe/dll versions
Add HDR version of the default cubemap
Update localization files
Fixed a graceful crash with prop_vehicle_crane
Fixed "Invalid HitboxSet" warnings with util.Trace
Minor cleanups
PR: Type-check all arguments of player_manager.AddValidModel
Delete SCRIPTNAME and SCRIPTPATH setting code
* This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script.
Resolve default cubamap refcounting with recent changes
Minor fixes
Fixed normals on ConsoleBox models
StudioMDL: Adjust behavior of no $cdmaterials
* A small fix for internal model paths (modelsrc/ => models/ in generated path)
* Tell the user if $cdmaterials is not provided, and display the generated path
* Made the generated path have consistent slashes
Adjust ConsoleBox05a material to be less reflective
Mesh library fixes
* Some copy paste mistakes in error messages
* Fixed BuildFromTriangles reading bone weights from the wrong table
Minor cleanups
* Deleted sensor_smooth cvar (unused)
Improve Kinect support error handling
Minor cleanups
Fixed missing Toggle input for func_nav_prefer/avoid entities
Added CMoveData:RemoveKey helper
* Since CMoveData:AddKey and Get/SetButtons already exist
Potential fix for kickid kicking unauthed players when using SteamID64
* Also use SteamGameServerUtils()->GetConnectedUniverse() instead of hardcoding public universe
Make Entity.GetHitboxSetCount return a number at all times
Hopefully fixed cubemap issues on Linux and AMD GPUs
Minor cleanup in cl_voice.lua
Wipe vertex buffers on lock
Fixed wood_spool01.mdl prop data and smoothing groups
Temporarily disable MacOS builds
Minor cleanup in cl_voice.lua
Wipe vertex buffers on lock
Fixed wood_spool01.mdl prop data and smoothing groups
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Hopefully fixed cubemap issues on Linux and AMD GPUs
Temporarily disable (32bit) MacOS builds
* Maybe not so temporarily
Added CMoveData:RemoveKey helper
* Since CMoveData:AddKey and Get/SetButtons already exist
Fixed Kinect SDK not even trying to load on 64bit builds
Potential fix for kickid kicking unauthed players when using SteamID64
* Also use SteamGameServerUtils()->GetConnectedUniverse() instead of hardcoding public universe
Make Entity.GetHitboxSetCount return a number at all times
Fixed potential crash issue with ToGL texture reading
Fixed potential crash issue with ToGL texture reading
* No idea if it happens on Linux normally (probably does), but on Windows it was an issue apparently
Mesh library fixes
* Some copy paste mistakes in error messages
* Fixed BuildFromTriangles reading bone weights from the wrong table
Minor cleanups
* Deleted sensor_smooth cvar (unused)
Improve Kinect support error handling
Minor cleanups
Fixed missing Toggle input for func_nav_prefer/avoid entities
Mesh library fixes
* Some copy paste mistakes in error messages
* Fixed BuildFromTriangles reading bone weights from the wrong table
Minor cleanups
* Deleted sensor_smooth cvar (unused)
Improve Kinect support error handling
Minor cleanups
Fixed missing Toggle input for func_nav_prefer/avoid entities
Fixed an issue with usermessage hooks
Do not clamp flexes of C_BaseFlex when set from Lua
Add entity names to "MOVETYPE_FOLLOW with no model" warning
Implement CTRL+Backspace and CTRL+Delete for text entries
Try to prevent game breaking states with silly values of m_yaw/m_pitch
Minor cleanups
Added "session_begin_ignore_version" hammer command
* If you brick your VMF with this, don't blame me
Add description to r_PhysPropStaticLighting
Move "dynamic shadow poke through" "fix" to opt in convar
* r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes
Try preventing "non positional" control points bloating particle bbox
* This should help with particle sorting
* Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones)
* This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
Fixed some regressions with recent changes
* Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing
* Some minor model panel/icon/player model selector fixes
Fixed couple potential Lua stack corruption issues with hooks
* Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound
Fixed some typos
Minor whitespace cleanups
Remove some unnecessary usages of std::string
Remove "ReleaseVideoMemory" stuff from Hammer
Fixed Hammer material list leaking file search handles
Allow render.BindLocalCubemap with `nil` to unbind the cubemap
Workaround double messages per Sandbox limit hit
* Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc
* When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Fixed some regressions with recent changes
* Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing
* Some minor model panel/icon/player model selector fixes
Fixed couple potential Lua stack corruption issues with hooks
* Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound
Fixed some typos
Minor whitespace cleanups
Remove some unnecessary usages of std::string
Remove "ReleaseVideoMemory" stuff from Hammer
Fixed Hammer material list leaking file search handles
Allow render.BindLocalCubemap with `nil` to unbind the cubemap
Workaround double messages per Sandbox limit hit
* Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc
* When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Add entity names to "MOVETYPE_FOLLOW with no model" warning
Implement CTRL+Backspace and CTRL+Delete for text entries
Try to prevent game breaking states with silly values of m_yaw/m_pitch
Minor cleanups
Added "session_begin_ignore_version" hammer command
* If you brick your VMF with this, don't blame me
Add description to r_PhysPropStaticLighting
Move "dynamic shadow poke through" "fix" to opt in convar
* r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes
Try preventing "non positional" control points bloating particle bbox
* This should help with particle sorting
* Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones)
* This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
Fixed an issue with usermessage hooks
Do not clamp flexes of C_BaseFlex when set from Lua