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Fixed some minor memory leaks - These are mostly in developer features to do with KeyValues, not normal gameplay
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Initialize m_rgflCoordinateFrame on creation clientside - This fixes certain matrices being nulled out when they are not supposed to, such as when calculating prop_vehicle_choreo_generic look angles
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Allow loading PCF version 2 in -tools Particle Editor
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Fixed many, many potential crashes with the particle system
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Fixed missing materials with legacy Ash precipitation type
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Fixed 2 "Parent cvar in server.dll not allowed" warnings on client start up
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Do not print cc_lang = with developer 1
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Fixed "Not playing a local game" being printed on game start up
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Fixed some warnings on map load when Portal 1 or Half-Life Source are not mounted
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Fixed crashes with func_tank
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Fixed crash when ents.CreateClientProp is given an empty string
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Fixed logic_collision_pair and some other obscure entities not calling GM:EntityRemoved
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Remove NULL entities from Entity.Constraints table when associated constraints are removed
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* Fixes for tanktrain_ai
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* Fixed sound playback and updated default sounds to existing files
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* Added "Chase Target" key value
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* Added missing "Target Entity" input to the FGD
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* Fixed movement direction selection & movement speed
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* !player target will update to the closest player before every move
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* Change update rate while moving to 0.1s (from 0.5)
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Updated RPG viewmodel to use correct muzzle flash event and prevent console warning when firing
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Fixed a server crash exploit to do with malicious packets
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Fixed bone manipulations (scale, position) being transformed by how much the player moved on level transition
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Fixed which entity is the inflictor/weapon in CTakeDamageInfo when firing built-in C++ weapons, including when NPCs fire them, as well as trigger_WateryDeath.
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Fixed small potential memory leak with creating Lua bone followers
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Fixed a small memory leak in gamemode .txt file parsing
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Fixed a small memory leak with saving presets (presets library)
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Fixed "Bad SetLocalOrigin on gmod_hands" warnings (Community Contribution)
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Prevent .ani files from loading if they would crash the game i.e. if the .ani file is smaller than the model expects it to be
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Update jQuery version and reduce reliance on it in main menu, as well as lazy load images (Community Contribution)
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Do not crash with "bad inline model number", show a console warning instead
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Fixed bone manipulated entities' render bounding box being set to invalid sizes with certain models
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Fixed "Toggle" input on some triggers improperly toggling the entity
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Fixed console warning about missing material when opening Options menu
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Fixed max player speed not being set when trying to slow walk with +walk but slow walk is disabled via Player:SetCanWalk
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Do not unexpectedly reduce maximum health on dead entities
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Play act console command animations on the server as well (for hitboxes)
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Fixed a stack overflow in TextEntry scrolling
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Fixed a rare crash when net_showmsg console variable is in use
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"Fixed" an infinite loop in memory allocation by exiting the engine/tool with a nice message
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Prevent developer only messages about bone access not being allowed with util.DecalEx in multiplayer
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Fixed MP3s recaching 2 times in a row sometimes for no reason
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Fixed cache size not being able to exceed 65kb per item
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Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache upwards of 400KB of unused data per MP3 for playback without hanging the game
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Increased amount of cached data for MP3s to satiate initial burst of data access by BASS.DLL (from 16K to 96k) This was preventing asynchronous load of the entire file
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Fixed SWEP.ViewModelFlip making view model sway backwards
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Fixed scrollbar parent resizing not adjusting scrollbar grip position (Lua scrollbar panels)
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Fixed CRopeKeyframe having huge serverside bounds when not attached to anything, such as being the last entity in a series
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Fixed trigger_remove OnRemove output not working at all
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Made cmd console command not kick people (And hide it)
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Fixed .gma files being left open in some cases if they failed to load/parse
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Prevent potential crashes to do with traces on models
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Materials using the SpriteCard shader can now render correctly with render_sprite_trail particle renderer
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Mitigate invalid vehicle scripts causing server crashes
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Fixed player_squad NPC squad being overflown when spawning too many npc_alyx or npc_citizen entities
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Fixed spawnmenu NPC squads being overflown when spawning many NPCs in the same faction at once
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Fixed infinite loop with removing world decals
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Fixed input parameter type for prop_ragdoll's StartRagdollBoogie input
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Fixed out of bounds pose parameters sometimes getting garbage values
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Fixed a crash in trace code that could happen after a changelevel