6,144 Commits over 3,806 Days - 0.07cph!
Fixed a crash related to rope rendering
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* Fixed PreCleanupMap not being called on client
Get rid of the unnecessary check for whether the user owns Source SDK Base 2006
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
* Fixed an issue with DComboBox
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
* Added vgui/gradient-l.vmt
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* Default NPC render group to engine default instead of RENDER_GROUP_OPAQUE_ENTITY
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* Added Is_Angle internal helper ( to be consistent with Is_Vector, etc )
* Angle() global now works the same way as Vector() global, i.e. Giving it an angle object will return a copy of it, etc
* Added CNavArea.__eq
! GitSync - TTT changes, panel cleanups
* Fixed Model Viewer background for Hammer
* Updated Crossbow materials
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* Fixed a crash when dynamic props are created too early
* Switched ClientLeafSystem from ushort to uint (from upstream)
* Updated No Steam User error message with Steam Family View stuff
* Fixed RPG spamming sounds on first equip in multiplayer
* Renamed IMaterial:GetVector to IMaterial:GetVectorLinear
* Added IMaterial:GetVector that returns proper 'unclamped' values
* Fixed 7 cases where weapons with NULL owner would crash the game
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* World Clicker panels will now properly "uncapture" the mouse when set insivisble without releasing the mouse button first
* GMod will no longer try to precache unused EP2 jalopy particle effects
* cam.Start now supports "poster" console command in 3D mode
* Removed the "VehicleType:prop_vehicle_jeep" message when entering a vehicle
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* ▊▌▇▇▊▋▋ ▍▉▋█▋▋▊▌ ▉▅▌▌▍
* Fixed a very specific crash with sv_crazyphysics
* Vector() * nil will now error instead of returning empty vector
* Proper NULL chekcs for most Vehicle functions
* Panel.Remove now causes parent to InvalidateLayout
* Panel.SizeToChildren does not fail to resize to 0 values
! GitSync - Thruster Effects can now be added by mods
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* EffectData() now resets its member values
* Added CNewParticleEffect.Render()
* Added CNewParticleEffect.SetShouldDraw( bool )
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* Removed *.sw.vtx
* Fixed physics mesh on arm_base_b.mdl & metal_plate_pipe.mdl
* Updated Jeep, Airboat and Jalopy seats - more accurate physics mesh and additional Hitboxes to allow getting damaged in those seats
* Fixed physics mesh for models\props_phx\gears\bevel90_24.mdl
* Fixed func_precipitation causing crashes when using a non supported precipitation type
* GitSync - Cleaned up PP lua + 2 nano community changes + Fixed a stack overflow in DListView
* Cleaned up materials/pp/, removing 1 spam messages on each map load in Sanbox
* Moved "unrecognized conditional test" warning to "developer 1"
* Added a few more L4D1 map icons
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
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