8,596 Commits over 3,256 Days - 0.11cph!
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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Fixed loading of .png materials with different material parameters not working properly
Fixed loading of .png textures after a map change trying to load .vtf versions of the textures and failing every time
SuperDOF UI window now repositions itself when player's screen resolution changes
Weapons in the weapons tab now have an "NPC" icon if they can be used as NPC weapons, which a right click option to set that weapon as the current NPC weapon override
Added "Sandbox Settings" User category in Utilities which contains the maxresults slider + some sandbox related toggles from the menubar
Added Freeze/Unfreeze effects checkboxes to Physgun Settings
Added a killicon for prop_ragdoll, prop_physics_respawnable, func_pushable and func_physbox (same as prop_physics)
Added models/player.phy so that mounting Portal 2 doesn't make models/player.mdl spawn as an unmovable object
Added PLAYER:Death hook (Community Contribution)
Added ErrorNoHalt with stack when Lua is trying to send an overflowed net message
Added SANDBOX:CanArmDupe( ply ) hook, return false to prevent players from being able to arm dupes.
Community Contributions:
* Switched GM:GetFallDamage to use GetConVar() over GetConVarNumber() in base gamemode
* base_gmodentity.GetPlayer() now properly returns the player object after player reconnected to the server for base_gmodentity derived entities
* Right click removing entities with the Remover tool now properly progresses the Remover achievement on Steam
Sandbox persistence Context menu property also trims whitespace of the convar value
Sandbox persistence now trims whitespace on input so you don't end up with files that the game refuses to write to/read from
NPC weapon selection is now sorted alphabetically
Added ENT:OnChangeActivity for base_ai entities