October 2016 Update #2

28 October 2016

A new update has been released!

This update is optional. However, I'd recommend that you update any servers you are running.

Clients will automatically update via Steam when the game is restarted.

10.16 October 28 2016
  • new

    Added "Fetching Subscriptions" progress window to the main menu

  • new

    Added boolean parameter to render.RedownloadAllLightmaps to apply lighting changes to static props

  • removed

    render.RedownloadAllLightmaps defaults to old behavior (The original change was slow and caused issues on large maps)

  • removed

    Undone EffectData() changes from the latest update (until we find a way not to break ShellEject effects)

  • fixed

    Player shadows no longer get clipped within the players' render bounds

  • fixed

    Inactive weapons' shadows are no longer drawn in 3rd-person mode

  • fixed

    AvatarImage panels' fallback image no longer (sometimes) renders at the incorrect size

  • fixed

    Numeric values inside DComboBox are now sorted properly

  • fixed

    Using the light tool on the world will no longer cause errors

  • fixed

    Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed

  • fixed

    Fixed mounting of gamemodes/*/content for gamemodes inside GMAs

  • fixed

    Fixed PreCleanupMap hook not being called on client

  • fixed

    Fixed a crash related to rendering many ropes in a single frame

  • fixed

    Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials

  • fixed

    Fixed compression artifacts that were on the gui/corner... materials

  • updated

    Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon

  • updated

    Adjusted HL2 weapons' idle times to match sv_defaultdeployspeed ConVar

  • updated

    Deploy animation of the fists SWEP now obeys the sv_defaultdeployspeed ConVar

  • updated

    Automatically named procedural texture names (__vgui_texture_XXX) are now recycled to help avoid "CUtlRBTree overflow!" engine error

  • updated

    Removed the unnecessary check for whether the user owns Source SDK Base 2006

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