branchgarrysmod.main/x86-64cancel
566 Commits over 854 Days - 0.03cph!
Do not save or load mat_specular/mat_bumpmap in registry
These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
Add more info to "Sprite model's not supported any more" warning
Added lua_strict checkbox to Lua problems menu
Added util.IsBoxIntersectingBox
Move $LightMapWaterFog warning so it only runs once.
Water with $lightmapwaterfog will now receive lightmaps on compile
Fixed change in behavior of File:Read on overflow input
Draw cheap water instead of pure white mesh when missing many parameters
* Also disable blending on cheap water since it seems to just cause issues.
Added new parameters to Entity:DropToFloor
mask = MASK_SOLID, ignoreEnt = nil, maxDistance = 256
Only do NPC animation retargeting if addons don't add missing animations
Fixed using wrong enum as array index in prediction
Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes
Minor cleanups
Validate input range for FileObj:Read and FileObj:Write
Fix regression with chatbox and some addons with weird behaviors
Lightmapped_4WayBlend: Prevent invalid combo on Black Mesa maps
Improve "Bad surface extents" crash message
Minor VBSP cleanups
VBSP: Uncomment -maxlightmapdim/-defaultluxelsize
Update HTTP blacklist
Iterate over changes to File:Read/Write
* Moved warnings to lua_strict
* File:Write & Read with invalid size will do nothing.
* File:Read takes into account offset when size is not given
Fixed maps compiled without VVIS not rendering any water surfaces
Lightmaps & Flowmaps for Water shader
Fixed a crash with cl_pdump
Fixed an issue with HUDShouldDraw
Alias dz_door to prop_door_rotating
Added NPC:ConditionID (Opposite of NPC:ConditionName)
Added NPC:IsUnforgettable and NPC:MoveGroundStep
ClientsideModel sets collision group to DEBRIS
Minor cleanups
Fixed clientside prediction breaking hull traces against local player
Prevent item_item_crate from spawning certain entities
Made Entity:PhysicsInitBox/Sphere set solidity before the physics object
* This improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
Added sequence events to util.GetModelInfo
Events table in each of the Sequences tables, each having the following:
* Cycle
* Event - ID
* Name
* Type
* Options
Added effects.TracerSound
Fixed clientside sounds not firing SWEP:FireAnimationEvent
Fixed NPC.IsUnforgettable not returning anything
Update DoD:S player model fallbacks
Throw an engine error when trying to request invalid shader param
Minor Hammer cleanups from CS:GO
* No functional changes besides some nullptr checks
Manually update player model fallback texture changes/deletions
Fixed potential issues with Hammer (from CS:GO)
* CTextureSystem::ReloadMaterialsUsingTexture optimization
* Some entities such as info_ladder_dismount get proper colors from FGD
* Disallow creating "Auto" visgroup manually
Minor cleanups
Minor VBSP/VRAD cleanups
Hammer/VBSP support for 4 way displacement painting
Implement particle picker for Hammer
Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder)
TTT: Custom radio button support (Community Contribution)
* Add custom T Radio sound support and extra default sounds
Reduce healing sound count for TTT radio
It can take up to 16 seconds, which feels like way too much. Reduced to 10 seconds.
TTT: Russian and Turskish language updates (Community Contributions)
TTT: Prevent the round start info box from stacking
TTT: Fixed "Tried to create font 'X from a game font" warnings
Remove mat_remoteshadercompile (does nothing)
Fail build when VPK.EXE fails to run
Improve .nav file error handling
* L4D2 nav mesh files no longer hang on load
Fix up some cryptic console messages
* Applying a fix for L4D2 maps!
* Node Graph out of Date. Rebuilding... (random numbers)
Updated some map icons that had ugly water
Increase hardcoded max update rate to 150
Fix `kickid` by SteamID64 not working on dedicated servers
Minor cleanups
Prevent crashes in engine tracing code
Fixed render.SetShadowsDisabled calling the wrong function
Improve handing of BSP model names for clientside entities
Tries to set the model index so tracing code can work
Lightmapped_4WayBlend shader
Prevent misleading "X used to create wrong class type" warning
Happened at edict limit when spawning gibs
Give prop_active_gib* descriptions and more sane values
* 100 active gibs should be plenty (was 999999)
Fixed server crashes when trying to spawn gibs at edict limit
Try to prevent HL1 gibs from falling out of the world
Try to add a better crash message when getting vertex size 0
Enable VRAD stats without verbose
Correct kill credit for striderbuster strider kills
Fixed certain gibs (manhacks, scanners) never fading out
Add description to g_ragdoll_maxcount
Fixed Strider still shooting you with ignoreplayers/disable AI
Enforce a fade time on gibs that never despawn (strider gibs)
FIxed Helicopter gibs never despawning
* Big ones have 2 minute lifespan
* Smaller ones have 1-5 second, as intended by source code
Try to improve edict exhaustion prevention logic
* Will now check if there are any free edicts within the allocated edict list before complaining about running out of allocated edicts.
* Also added a separate warning for when running out of the absolute edict limit somehow.
* Reduced the buffer to just 6 entities - the difference between GMod's max edict count (8192-maxplayers-6) and Source Engines (8192-maxplayers)
Fixed BSP file.Find behavior
Added NPC.CapabilitiesHas
Updated TTT (Pull Requests)
* Raise passive equipment item limit from 16 to 32
* Remove "Missing CS:S" chat warning
Remove "HudBloodSplat" effect. (It did nothing at all)
Fixed Gunship and Sniper not appearing in the kill feed when killed
Change `whereis` to print path of missing files
Internal rework of main menu's bottom bar (Pull Request)
Update some warnings with more info
"Rejecting func_breakablesurf" and "Failed to load VTF file! %i + %i > %i"
Fixed StudioMDL crashes due to $maxverts
Make ClientsideModel able to be hit by clientside only traces
* When using physics. Collision bounds must be set manually if model changes.
Merged Pull Requests
* TTT: Updated Turkish localization (Community Contribution)
* Main menu: Make check box labels clickable (Community Contribution)
* TTT: Set Attacker and Inflictor to usages of SWEP:FireBullets (Community Contribution)
Remove extra newlines from "##### CTexture couldn't find" warning
* The warning is Linux only
Added 2 new optional args to mesh.TexCoord
* mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional.
Fixed edict exhaustion prevention affecting nextbot players
Fixed some usages of HL2_DLL clientside
* TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server
Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error)
* mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before.
* Prevents game hang, hopefully without side effects
Fixed a crash with clientside ropes on props
Basic implementation of clientside ragdoll gibs
Prevent crash to do with CSpatialPartition invalid handles
Prevent "bone write access" warnings with ClientsideRagdoll()
Make `tools/toolsinvisibleladder` not affect visleaves
Fixed CLC_Move::ToString numbers being flipped
Fixed server crashes to do with Gonarch NPC
Restore default FindUseEntity behavior
Fixed CBaseFileSystem::ReadLine not working for workshop files
Minor VPK support changes from CS:GO
Fixed addon dependencies not showing due to regressive Pull Request
Change ents.CreateClientRope slack param to work better
Make ents.CreateClientRope despawn if any of its entities are removed
Fixed Lua errors with DProperty_VectorColor when deleting editable entity
Allow to give ents.CreateClientRope local vectors instead of attachment IDs
FIlesystem cleanups
Improved invalid model detection
Improve folder search inside VPK files
Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
64bit compile fixes
MsgC no longer outputs empty strings when first arg is a color
Update launcher_main.rc - fix version
Added NPC:BecomeRagdoll
Same as Nextbot:BecomeRagdoll
Added NPC:SetForceCrouch
Allows force crouching Citizens and combine soldiers.
Added new commands to studiomdl.exe
$maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout
More StudioMDL.exe commands
Added $appendsource, $redefineattachment
Added $skinnedLODs for StudioMDL
Update StudioMDL usage info when given no parameters
Added previously unmentioned command line options, dump supported .qc command list.
StudioMdl metadata & icon
VRAD: Added `-SunSamplesAreaLight` (Community Contribution)
HLMV improvements
Fixed crashes when doing stuff without a model selected
When a material is missing, include the missing material name in "VMTs loaded" section
HLMV: Fixed extremely slow screenshot performance
* Images are now saved as .bmp instead of .tga
More HLMV crash fixes with no model
HLMV: Change Shader display to a read only text entry
HLMV: Display selected material in a text box so it can be copied
Limit static prop counts to save values for now
Fixed regression in gmod_camera
Update version.rc as well
I forgot to press CTRL+S
Update version.rc to fill more standard meta data
Map compiler meta data
Make prop water level changes actually work, and apply on clientside too
Sign EXEs
Internal improvements
Fixed handle leak for gmod.exe (x86-64 exclusive .exe, that selects 64bit or 32bit appropriately)
Added version info to gmod.exe (the launcher thing)
Added version info to DLLs
Do not use `_xp` build tools at all
Added sv_pause_sp - allows singleplayer to be not paused
Clean-up doubleclicking in menu (Community Contrib)
Added option to "hide outdated servers" (Community Contrib)
Enable "Spawn with Weapon" for Eli, Mossman, Breen, Magnusson, Kleiner
Make zombies/metrocop propagate their lagcomp state to spawned NPCs
Dynamically calculate max autocomplete items based on available space
Add SteamID64 to "Dropped %s player from server" console message
Remove "PREP OK" from console map loading log
Also change "PREP FAILED" to "AddMapPackFile failed", and make it a warning.
Adjust recent changes to IMaterial functions for multicore
Block editdemo concommand just in case
Added NPC:IsCrouching
Combine/Citizens can do this.
Remove unintended changes to weapon_flechette
Fixed a crash when using gm_load on dedicated server
Also make loading saves on srcds not latch to a random player on the server
Fixed some version numbers not being updated in DLLs/EXEs
Why are there 4 version numbers in 2 different formats...
Hammer: Port color preview for models from CS:GO
Added color keyvalue to prop_door_rotating
Allow PCF as valid transfer extension
Make sv_lagcompensationforcerestore do something
SRCDS workshop cache also caches titles
Also display a warning that cache will be used.
Added some AnimOverlay functions
Entity.FindGestureLayer( activity ) = LayeriD
Entity.FindGestureSequenceLayer(seqID)=LayeriD
Entity.RemoveLayer( layerID )
Entity.SetLayerAutokill( layerID, bool )
Fix soundscapes not working with duplicate sounds (ported from CS:GO)
Also made sv_soundscape_printdebuginfo a cheat, instead of devonly, like in CSGO
NPC weapon selection icons
Use ContentCategoryIcons list to give NPC weapons icons in spawnmenu NPC tab and on NPC spawn icon right click.
Also group NPC icon right click by category like it is in other places.
Added GM:OnNPCDropItem hook
It will NOT be called for dropped weapons, for that you have GM:PlayerDroppedWeapon (yes it was always called for NPCs too)
HL1 NPCs will call this hook when they create "fake weapons" on death, since they do not use weapon entities
Fix FireBullets causing "CLuaObject:GetType with invalid lua state" warnings
Restore rope texture scaling to HL2 values
For tool-created ropes, we apply custom scaling value so it looks like it did before any changes.
Fixed NPCs being able to shoot some guns forever, without reloading
This affects ALL weapons with DefaultClip above the Clip size, such as AR2.
Prevent potential Lua errors with weapon_base
Fixed IMaterial spamming console about "$basetexture" not being a texture
This happened when opening Overlay post processing effect list in Spawnmenu.
Affected functions:
IMaterial.GetTexture
IMaterial.GetColor
IMaterial.Width
IMaterial.Height
Make "No account token specified" a warning
Reset render lib lastmaterial on map shutdown
Fallback "VertexBeckman" shader to "VertexLitGeneric"
Minor optimization in Ignite property
RPG/Crossbow animation improvements for citizens
Fix NPC being unable to fire RPG due to recent changes
Combine RPG support
Improve metropolice weapon support for Shotguns, AR2, RPGs
Fixed some NPC drops not calling OnNPCDropItem
Add CSS thruster models without mounting CSS` (Community Contribution)
Fixed server crash when mounting ladders at edict limit
Minor cleanup
Improve free edict detection
Disable clientside ShawTeam & others
We tried, it won't work.
nullptr checks in particle rendering that really should've been in last commit
Remove newline from "Disconnect by server." kick message
So server console log is less messy. No other kick reason adds a new line at the end.
Fixed a typo & add internal TODO
Merge Pull Requests (Community Contributions)
* Micro Nano optimization for GM:HUDDrawTargetID
* Make default Sandbox fonts extended for better rendering of non Latin characters
Make GM:ShowHelp & co also be called on client.
Unhide Jalopy seat and Flechette Gun without mounting HL2
`weapon_fists` sets Weapon in DamageInfo (Community Contribution)
Status prints server uptime
Improve NPC animation support for pistols and rifles
Combine NPCs no longer T-pose with pistols.
Improved crouch support for NPCs using pistols and rifles - NPCs wont crouch to shoot for 0.3 seconds and then stand back up
Enable EP2 behaviors for npc_combine_s
Some sort of "march" thing?
Fix off by one issue with particle sheet loading checks
Prevent crashes due to netgraph
Combine anim retargeting uses AR2 anims, not SMG1 anims
Fixed an issue with particle loading
NPC Weapon allowance changes
Kleiner, Mossman, Eli, Breen and Magnusson can now spawn with guns
Vortigaunts and HL1 GMan can no longer spawn with guns
Further updates to NPC animations
Try to make NPCs shoot slower with the .357
Fix Eli, Magnusson, etc. shooting from their feet.
Unhide CSS/Ep1/Ep2 spawnlists by default
Improvements to multiplayer player getters
* FindEntityProcedural `!pvsplayer` multiplayer support improvement
* UTIL_GetLocalPlayer micro optimizations
* UTIL_FindClientInPVS now tries to get the closest client
Bump version number in DLLs/EXEs
Change "exe version" to "network version" for version concmd
Multiple improvements to error handling of particle sheet loading
Fix srcds regressive crash to do with SnapshotManager changes from csgo
Fix branch specific compile error on Linux/MacOS (Hopefully)
Enable Jalopy idle_running animation without hl2_episodic convar
This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED
Fixed a regressive Lua error with Player:AddCount (Community Contrib)
Minor cleanup
Prevent certain code making shotguns emit a damage event for each pellet
The "TraceAttackToTriggers" system for bullets would cause the shot entity to have a separate damage event for each pellet for a shutgun shot.
Update FGD - light properties descriptions
Prevent silly values in fog_controller
Undo changes to Func_MoveLinear.SetSpeed again
Mount CSS/Episodic VPKs in tools
Make Linux happy
Fixed weird white spots on Metrocop playermodel gloves
Updated/Fixed decal textures & materials from main
Minor cleanups
Move css/episodic VPKs to sourceengine/ and rename them
more under friendly names, such as content_cstrike.vpk, and prevents unnecessary work on the build server
Fixed regression with loading workshop saves
Fixed `version` not having proper branch value
Deletes IGet->BuildName
Apply multicore support for modifying meshes
A bit hacky fix for linux file modified time being wrong due to recent changes
Update some base materials with correct surfaceprops
Mostly affects HL2 coast maps, so footsteps/impact effects are correct
Episode 2 material surfprop fixes
Fixed a crash when reloading textures
CSS map material surface prop fixes
Improve how death is handled when NPC is killed by a harpoon
Other game systems can now detect these deaths, such as the Antlion Guard section on d2_coast_11 (OnDeath output runs, etc)
Added LuaMesh.__tostring
Throw a non halting error when GetRenderMesh has a mesh. but not a mat
Prevent a crashing issue with multicore and IMesh:BuildFromTriangles
Fixed "timeout" not working in HTTP, clamp it to 1-3600
Merge Pull Requests
* Added HexToColor, Color:ToHex() (Community Contribution)
* Added CtrlNumPad:GetValue1/GetValue2(Community Contribution)
Cleanups from main
Fixed Hacked Rollermine not respecting ignore players flag
Fixed env_fog_controller.SetColorHDR not working due to extra space char
Fixed that one HL2 map having weird fog when coming out of the tunnel
Ship Episode 2 override of barricade001a.mdl with fixed physics mesh
kickid supports SteamID64
Reduce CEF logging severity to default (from verbose)
Minor cleanup
Remove MAX_TEXLIGHTS limit from VRAD
Update prop water level calculation
More accurate water level for props, so props half submerged are no longer considered fully submerged.
Explosion code now updates the water level before checking, so RPGs can properly explode floating props now
Increase physgun_maxrange maximum value to 32k
Fixed a crash with CLuaInterface::IsType
Fix lights.rad being broken again
Update "AI node graph is out of date" warning to include version number
Move "Soundscape: " message to soundscape_debug 1
Clean up g_SBoxObjects when entities get deleted
Also fixed Player:GetCount not updating after rejoin on entity delete (undo)
Merge Pull Requests
* Fixed SWEP info tooltip overlap during fade out (Community Contribution)
* lights.rad: episodic additions Enhancement (Community Contribution)
Disable sv_parallel_sendsnapshot by default
Apparently still causes random issues that need solving first.
Fixed crash when using `-hijack`
Fix some compile warnings
Merge Pull Requests
* Localize old spawnmenu categories for addon added entities
* Disable mouse3/4/5 input on DAdjustableModelPanel
Update dedicated server UI
Added workshop collection entry box, gamemode selection and remove mandatory RCON password
Replace Steam icon in SRCDS UI with gmod one
Disable SRCDS UI loading some animation images that dont exist
the pane ls always hidden anyway
Manually copy over t_leet.vtf because GIT is being an ass
whitespace consistency pass
Only build 32bit binaries for 32 bit Linux builds (dependencies)
Unhide AIN loading errors from developer 1, make them warnings
Move map.pack to cache/map_pack.bsp
Since its a temp file that doesn't need to pile up in the root folder
Disable 360.ain loading for preload
Not sure if this code even runs, but just disable it
Force mount HL2 episodic content on SRCDS
Prevents "missing particle" warnings on start up
Cleanups / warning fixes
Removes hud_centerid and hud_showtargetid which were unused.
Added Counter-Strike: Source content to Garry's Mod
Separate VPK with models, sounds and materials/textures that is mounted if CS:S is not manually mounted.
The version shipped with GMod does not have any music or voice over, duplicate content or any of the maps.
Adding Half-Life 2 Episodic content as fallbacks
Again, no voice over or music, but models, materials and sound shipped.
Remove sw.vtx from CSS vpk
Enable Episodic spawnmenu content (NPCs/Vehicle/Entity) by default
Fixed missing antlion guard step sounds
Make RemoveDecalsAt distance a float
Added description to sv_sticktoground
Use squared distances for RemoveDecalsAt internals
Disallow Spawn() on world entity
Add a confirmation dialog when trying to load a save that would changelevel
Change implementation of VMatrix.InvertTR to avoid it crushing itself
It's probably a bit slower now, but returns actually correct values
VMatrix:GetAngles uses a normalized matrix internally
so scale doesn't affect results as much
Added ai.GetNodeCount
Properly fix the particle related crash, and fix regression
cleanups from main
Cleanups from main
Minor cleanups
Fix missing Trails undo message localization
Fixed particle related crashes when attached to an entity
Pointless nullptr checks for CImage when basically OOM
Apply SendSnapshot hack from base game to HLTV
Allows full update snapshot to exceed 256KB limit, up to 1MB limit.
Also updated some console messages and kick reasons to include more useful data
Remove links to dead valve websites, link to VDC (Hammer & tools)
Remove 1 more dead link from Hammer
Merge KeyValue leak fixes from TF2 SDK
Some of them were already fixed
Change description of bot_zombie convar
Fixed missing antlion guard step sounds
Move VPK to Tools group in Visual Studio
Fixed compile error due to branch differences
Removing some PS3 specific stuff from tier0
Minor cleanups from main
Reduce OBS_MODE_DEATHCAM time from 3 seconds to 1 second
Added some sanity checks when loading VTF files and possibly running out of memory.
Edit Entity window now shows prettier entity name (Community Contribution)
string.ToColor micro-optimization (Community Contribution)
More strict shader file whitelist (Requiring to be in `shaders/fxc/`)
Delete unused CDispInfo.m_pTags
Try to provide some useful info to "hit surface has no samples" warning
Fixed operator precedence in a certain validity check
Minor cleanups
Added more checks for invalid values
Increase MAX_NODES to 8192 (from 4096)
Sanity checks for VTF loading
Minor cleanups
Fixed some issues with save/load system
UniqueID/SteamID consistency for multirun clients
UniqueID will still be inconsistent for multirun clients because its based on data clients can't know
Only allow sound precache on level transitions/game load
Should help with singleplayer players and addons with hundreds of sounds per weapon
Apply FCVAR_CHEAT to r_pixelfog
Fixed VRAD Lightmap crash due to static props using out of bounds skins
Fixed VRAD always forcing verbose to true
Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only)
Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
Fix legacy hooks for entity iterators feeding entities to the callback
Minor cleanups in gl_util.cpp
Merge Pull Requests
* Remove duplicate "Black and White" color modify preset (Community Contribution)
* Use player.iterator over player.GetAll in some base game functions (Community Contribution)
Add some sanity checks for malformed models that could crash the game (to do w/ textures)
Improve V49 model support for VRAD static props
-allowdynamicpropsasstatic also allows props without $staticprop
VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading
Fixed an issue with format strings
Minor VPC cleanups
More VPC Cleanups
Fix GitHub Desktop's fuckup yet again (lights.rad)
Minor cleanups from main
Draw console notify text above all other panels
Remove leftover debug print
Added background to cl_pdump cvar
run iterator reset just after EntityRemoved, not before
Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence
Update lights.rad
Cleanups from main
Cleaning up VPC build scripts
Minor cleanups
Minor cleanups from main
More cleanups from main
Move HTMLPanel related files together
Try to make ents/player.Iterator more reliable during OnEntityCreated/EntityRemoved
Reset the cache just before the hooks are run, so the cached table would be up to date when ran inside those hooks by addons
Implement cubemap seam blending for HDR cubemaps
Fixed some compile warnings
Added more sanity checks
Prop fading changes
If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
Minor cleanups
More cleanups
Remove unused c_fire_smoke methods
Fixed worldspawn not calling create/remove hooks correctly clientside
Should now be consistently calling create AND remove hooks.
Fixed clientside ragdolls not calling GM:EntityRemoved
Fixed changing video settings always forcing map reload
Improve performance of ToGMODPlayer clientside
Matches serverside implementation now
Optimize player.Get* functions a bit
Optimize ents.Get* and ents.Find* functions
Remove -preload as well
Use safer Entity push function for recent changes to player/ents libs
Minor cleanups
Bump internal renderData buffer from 64k to 80k
Prevent TOGL crashes when encountering debugger break
Merge Pull Requests
* Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space
* Numpad library discards bindings to KEY_NONE
* Remove tostring call on the argument of player.GetBySteamID64
Added more sanity checks
Added lua_matproxy_nobindmat & matproxy changes
The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches.
Removing more unused convars
cl_burninggibs, r_propsmaxdist
cl_first_person_uses_world_model - does nothing
mat_max_worldmesh_vertices - no noticeable effect
Removing more unused convars
showparticlecounts, cl_team, cl_class
Remove cl_SetupAllBones
It was functional, but seems to be some sort of leftover hack which is disabled by default anyway
Removed cl_forcepreload
It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason.
Added player.GetCountConnecting
Run PlayerBindPress for unbound keys too
The binding will be an empty string.
This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound.
Update misleading message "Can't save unknown type"
Update "Field %s is using the wrong FIELD_ type" warning
Test for unclosed Lua ISave/IRestore blocks
Add internal note about 64bit engine save warning
Saverestore Lua lib: Close started block on early return
Not sure if this is the correct approach, so also prints an error if it is hit.
Do not try to run HTTP requests with invalid URLs
Fix OSX not building