6,561 Commits over 2,983 Days - 0.09cph!
Automated Linux DS Build #487
Automated Windows Build #487
Automated Linux Build #487
serverlist.Query uses a secondary query to find at least 5k full servers (if they're out there) because 60% are just empty
Serverlist ranking increases a little for player counts to avoid hundreds of 7ms latency, 1 player servers popping up
Automated Linux DS Build #486
Automated Windows Build #486
Automated Linux Build #486
Angle() can now accept only 1 argument, to match the Vector() global
Automated Linux DS Build #485
Automated Windows Build #485
Automated Linux Build #485
* game.GetTimeScale & game.GetSkillLevel will no longer try to return data without pushing it first
Automated Linux DS Build #484
Automated Windows Build #484
Automated Linux Build #484
* Fixed CS:GO (v7.5 vtfs) environment maps failing to load
Automated Linux DS Build #483
Automated Windows Build #483
Automated Linux Build #483
* Added Entity.GetFlexIDByName( str ) -> id
* render.Pop functions will no longer crash the game when underflowed
* Burning props no longer ignite their gibs when destroyed
* Enabled full episodic behaviour on HL2 Hunter Chopper
Automated Linux DS Build #482
Automated Windows Build #482
Automated Linux Build #482
print BASS error messages instead of error IDs
Automated Linux DS Build #481
Automated Windows Build #481
Automated Linux Build #481
* Fixed an exploit allowing people to die and respawn on a ladder
Automated Linux DS Build #480
Automated Windows Build #480
Automated Linux Build #480
Physgun no longer crashes when held entity is removed and a new entity is picked up in the same frame that isn't MOVETYPE_VPHYSICS
Automated Linux DS Build #479
Automated Windows Build #479
Automated Linux Build #479
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Automated Windows Build #478
Automated Linux DS Build #478
Automated Linux Build #478
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