6,561 Commits over 2,983 Days - 0.09cph!
Added "menu_cleanupgmas", "mat_specular 0" and "Addon missing file, nothing to mount" issues to Problems panel
Fixed file.Find not working for some addons
Apply PhysObj.EnableMotion to all PhysObjects of a Jeep, and enable it in multiplayer
Added description to local saves/dupes/demos, and fixed a minor visual issue with their titles in spawnmenu
▌▆▊▉▄▆▊ █▌▅▊▆ ▋▊▊ ▌▉▇ ▉▉▌
Fixed crashing issues with trying to set/get flags on invalid physics objects
killfeed translation for cycler_actor
Potential fix for Linux x64 crash when unmounting addons
Do not add the .gma files to each folder to internal addon content file list
Fixed spawnicon re-rendering not working
Potential fix for crashes when removing fire particles when removing an entity/leaving server/etc
StudioMDL: Added -vpfix command line switch that may fix high poly models with LODs and bodygroups getting some of their meshes on LOD 0 destroyed
StudioMDL: Added "noautodmxrules" support to $model
▆▍▊▋▄▍▄▋▇: ▌▅ ▉▌▆ ▉▋▉ ▋▄ ▉▉▌▄▋▅ -▊ ▌▉▌▄▅▆ ▄▋ ▇▌ ▅▌▉█▋▋█▋ ▅▇▍▌
StudioMDL: Added support of "autosteps" to "ikrule" in $sequence
StudioMDL: Added support for "percentstartloop" for $sequence
StudioMDL: Added "$dmxeyelid" and "$vcafile" commands
StudioMDL: Added "framestart" and "nostallframes" $sequence commands from CSGO
StudioMDL: Added support for "noanim_keepduration", "forceboneposrot", "scalebonelen", "bonedriver", "reverse", "appendanim" $sequence commands from CS:GO
Slightly improved SSAO depthpass (NeedsDepthPass hook, render.GetResolvedFullFrameDepth) not working correctly with props/NPCs and viewmodels (pp_bokeh 1 now works a bit better)
Made DrawBokehDOF function available to addons, i.e. it is no longer a local function (Community Contribution)
render.RenderView now resets the "ShouldDrawLocalPlayer" cache, allowing the hook to be called again for those renders, fixing ShouldDrawLocalPlayer not working properly with multiple renders within a frame.
Fixed some cl_show_ debug text overlapping itself or going offscreen
▆█▄▄▍▍▆▄▉▍.▇▍▉ ▉▌ █▌▌▄▉▋.▊▆▍▆
Added func_instance_io_proxy support to hammer/vbsp
▊▇▅▉▋▌▅ ▉▋▇▅█▋.▌▍▄▍ ▉▌ ▌▌▍▄ ▉▉▋█ █▆▄▉▅▉▋ ▅▊██▇
Undone server browser minimum ping penalty where servers < 60 ping would all be considered as having 40 ping for server ranking
Added $boneflexdriver support to studiomdl
Added support for $boneflexdriver in models into the game (not tools yet)
studiomdl use auto growing vectors for bunch of internals (vertices, normals, faces, texcoords, etc) instead of static arrays
studiomdl: More minor improvements from CS:GO's version (Model source vertex count limit increased by 8x, !!!model output limits unchanged!!!)
studiomdl.exe: Changed mesh weights cut of from 0.05 to 0.0001 (matches CS:GO)
Added more context to "Zero-size file or no sequences." studiomdl warning
studiomdl: Restored position epsilon for fuzzy vertex position comparisons to 0.05, from 0.01 (and a few other changes about LODs from CS:GO)
Fixed some console commands crashing when used without a player on the server
Fixed ent_remove being able to delete players
Made CPropVehiclePrisonerPod's serverside and clientside vehicle view angles/position match properly
Made Jeep/Airboat vehicle view angles match properly (used to have different angle dampening settings)
CBasePlayer::EyeAngles now returns the vehicle view angles just like EyePosition does the vehicle view position, and it is no longer used to calculate the vehicle angles in the first place (LocalEyeAngles is used now)
▌█▅▍▌▄▅▊ ▆█▊ ▊▍▋▊▌▊▉ ▆▌▋█ ▍▄▆▆▉▉▆▇▉ ▊▇▋▋▊▇▇ ▉▄▄_█▇▌▌▊▌▉▇▄ ▅▍▍▅██▉▄
Do not try to create physics meshes for displacements out of null data (when the entire displacement physics lump is missing), to avoid crashes in x86-64
Disable the "not full servers first, then only empty servers" hack now that the limit for master server response count was raised to 10k
Fixed GetTouchTrace() crashing the game when the entity in the cached trace result no longer exists
Implemented ENT:OnTakeDamage for nextbots
TTT: Fixed "select language" strings in translations (Community Contribution)
Rollback the 'GetTable() is not setup in OnEntityCreated clientside" fix. It causes too many issues with existing addons.
▊▄▄▆█▊ ▌▄▇▋ ▇▆▉▆▆▋ ▆▍▉▅▍██ ▉▊▅▋▄▆▄▊
Added ability to clear Lua errors per category/group in the Problems menu.
Minor tweaks to the Problems panel
Do not complain about dxlevel 90
Potential fix for Linux file system find not properly handling partial wildcards (i.e. folder/*_suffix.txt where the filename folder/test_file_suffix.txt would not be found) Affects file.Find, the default resource/language/* files and the rest of the engine
▅▍▆▅▉ ▊ ▄▄▇ ▍▋▉▄▋█ ▋▅▄▌▌▋▉ █▆▇▋▄▆▊▋
Allow freezing IsJeep() entities in singleplayer (to see if this has any potential crashing issues)
Delay clientside ENT:Initialize to where it was before.
▇▊▄▉▍ ▅▊█▄▅ ▆██ ▄▅▌▇ █▆▄▍▄█▉▉ ▌▇▊▇▅ ▄▍▉ ▊▇▄▌▇▅▄ ▄▍ ▊▍▆▄▄
Fix prop_effect creating errors due to recent apparent ENT:Initialize changes for the time being
func_breakable_surf plays its initial broken sound at the correct position even if it is moved by the physics gun
Potential fix for Linux srcds shader params
Fixed mat_showlightmappage using DX8 material for some reason
Experimental: PathFollower functions can now accept player.CreateNextbot() entities instead of the NextBot SENTs. They will also throw proper errors when given invalid entities