4,968 Commits over 3,957 Days - 0.05cph!
Quadruple console history log if game is started with developer 1 or higher
A different approach to newline rebuilding in console deduplication to hopefully fix the scrollbar issue
Do not allow the ERROR model's material refcount go below 0
Properly remove disconnected players from CSoundPatchs' recipient filter
Fixed NWVars not updating properly on clients when joining a server/reconnecting
Fixed certain (looping) sounds not restarting when reconnecting to a server
Fixed certain (looping) sounds not updating properly sometimes (such as Thruster sounds keep playing when the thruster is turned off)
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X64: Try to not crash when some weird invalid language files are being attempted to be loaded
TTT: Added French translation (Community)
You can try to join full servers again
Refine fix for loaded .png textures trying to load the non existent .vtf textures
Added mat_dumptextures concommand - dumps all used textures by the engine, for debugging
Fixed Entity.NetworkVarElement not saving/restoring properly, which also fixed 3 fields of Sky Editor not restoring properly.
Run r_flushlod on map start and shutdown, to help against default models being included in map PAK lumps causing them to be invisible on changelevel.
Fixed func_areaportalwindow not resetting its SetBlend call, causing props on certain maps to go invisible or be transparent unexpectedly
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Added killfeed translation for script_conditions entity (Appears in HL2Ep2 maps)
More safeguards when loading language files
Fixed Entity.AdvanceFrame crashing the game with invalid sequences
Fixed Lua errors from PositionSpawnIcon with bad entities
self-controlled func_tank obeys ai_ignoreplayers 1
Increased MAX_MAP_MODELS to 4096
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Fixed double "expected" in VMatrix.__mul type error
Increase MAXSTUDIOFLEXVERTS to
65536
Reduced volume of chainlink footsteps to match the rest
Improved hard cutoff on rubber footsteps (loud clicking noises) when sprinting
Reduced high frequency noise on wood, concrete, tile and metal footsteps
Entity.Set/GetLayerDuration, Entity.Set/GetLayerCycle, Entity.SetLayerBlendIn, Entity.SetLayerBlendOut, Entity.IsValidLayer are now shared
Added Entity.SetLayerSequence( layer, seq ) and Entity.GetLayerSequence( layerid ) = seq, both shared
Fixed NPC.Give() being able to give the NPC multiple copies of the same weapon, now returns the existing copy
Added NPC.GetWeapons(), NPC.GetWeapon( class ), NPC.SelectWeapon( class/ent )
Unmounted materials appear as missing textures properly, instead of just white
Broken Patch materials fallback to LightmappedGeneric
Changed the default fallback shader to a working Wireframe shader
Fixed extreme performance loss when trying to render unmounted materials (unmounting CSS while on a map that uses CSS content and re-joining that map)
Use UnlitGeneric as fallback shader when no shader is given, so that brushes/displacements are not completely invisible or have weird distorted wireframe representations floating around
Fixed decal related crashes on world geometry (brushes/displacements) when the material they are applied to are unmounted
Added NPC:PickupWeapon( wep ) = bool
Fixed missing Stalker sounds (pain, death, ep1 train stuff)
Load Narrator sounds from Stanley Parable if available
Fixed OnMouse* and OnCursor* hooks not working on panels derived from RichText
Fixed SWEP:OwnerChanged being very unreliable and inconsistent
Player's footsteps no longer play mid-air when the prop they were walking on got deleted
Applied the visibility tests from https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes#Enabling_visibility_tests (requests/issues/874)
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Added .vmt to file.Write whitelist
Added Player.GetUseEntity() - shared, returns the entity that would be used if the player would press their +use key, including GM:FindUseEntity results
retry in singleplayer now acts like "map currentmap.bsp"
Current value is passed to DTextEntry's OnEnter callback (Community Contribution)
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