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Features

  • •
    Added NPC.GetCurrentSchedule
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    Added File.ReadUShort
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    Added File.ReadULong
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    Added File.WriteUShort
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    Added File.WriteULong
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    Added CreatePhysCollideBox
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    Added PhysCollide:TraceBox
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    Added PhysCollide:Destroy
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    Added PhysCollide:IsValid
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    Added mesh.UserData
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    Added ENT:GetRenderMesh
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    Added GM.PlayerDroppedWeapon( ply, wep )
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    Added CNavArea.SetCostSoFar( num )
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    Added type error to render.Capture
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    NextBot functions now properly error if used on invalid entity
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    IMesh:BuildFromTriangles can do userdata too
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Improvements

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    Switched base_anim to CBaseAnimatingOverlay, allowing more functions to be used on "anim" entities
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    DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
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    Added better type checking and error output to NextBot.GetRange(Squared)To()
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    render.Capture can no longer capture Steam Overlay
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    cam.Start() will now error when given no arguments
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Fixed

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    Fixed errors when calling Setup() without second argument on DProperty_Float and DProperty_Int
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    Fixed deriving from DDragBase requiring to define OnModified
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    Fixed Panel.InvalidateChildren being always recursive
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    Fixed Panel.NewAnimation ease values 0-1 being weird
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    Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
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    Fixed DBinder not working when its convar is set to NaN
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    Fixed DBinder overriding SetSelected( bool )
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    Fixed util.GetModelInfo crashing with empty string
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    Fixed a crash issue with Weapon functions
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    Fixed NeedsDepthPass not working for addons
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    Fixed string.Comma with very large numbers
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    NextBot.GetRangeSquaredTo now actually works the way it's intended to, by returning squared range
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    Updated most render library functions to not lock up when a Lua type error occurs during function execution
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    Prevent potential stack overflows in scripted_ents.Get
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    Fixed the utf8 library failing with certain UTF8 strings
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Removed

  • •
    Removed NPC.RemoveMemory