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Features

  • •
    Added Entity.GetBoneContents
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    Added Entity.GetBoneSurfaceProp
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    Added Entity.IsNextBot
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    Added NPC.DropWeapon
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    Added game.GetAmmoTypes
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    Added game.GetAmmoData
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    Added NEXTBOT:OnTraceAttack
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    Added ENT_AI.IsJumpLegal hook
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    Added SWEP.GetNPCRestTimes
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    Added SWEP.GetNPCBurstSettings
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    Added SWEP.GetNPCBulletSpread
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    Added SWEP:CanBePickedUpByNPCs hook, which allows Citizen NPCs to pick up SWEPs from the ground
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    Added "Contents" field to TraceResult
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    Added ModelKeyValues field to util.GetModelInfo
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    base_nextbot automatically calls GM:ScaleNPCDamage
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    Allowed writing of .json files to data/ folder using file.Write
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    Added "anims" field to Entity.GetSequenceInfo, contains all AnimationIDs associated with given SequenceID
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    Added RT_SIZE_REPLAY_SCREENSHOT, RT_SIZE_LITERAL, RT_SIZE_LITERAL_PICMIP
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    Added new optional arguments to Player.DropNamedWeapon and Player.DropWeapon
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    Player.DropWeapon's first argument is now optional
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    Added the missing ACT_HL2MP_SIT_KNIFE/MELEE2 Lua enums
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    Player.SelectWeapon() can now accept Weapon entities directly
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    Added a second argument to GM:PlayerSelectSpawn, GM:PlayerSpawn and GM:PlayerInitialSpawn - transition
  • •
    language.Add can now override strings it previously set
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Improvements

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    Replaced a bunch of internal ErrorNoHalt calls in Lua bindings to also include stack trace
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    Net message warnings now contain the net message name they belong to
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    Improved the "Warning: Tried to set missing key on Dynamic Light object" message to include stacktrace and proper newlines
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    Filled NPC animation translations for weapon_base
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    GetInternalVariable, GetSaveTable and SetSaveValue now can read and write clientside prediction table
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    GetSaveTable() now has an optional parameter to return all internal variables, not just the ones used for save system
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    Player.GetWeapons() ensures the output table is sequential
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    More errors into console when steamworks.Publish fails
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Fixed

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    Fixed crash issues with Entity.SetCycle, Entity.SetPlaybackRate and Entity.SetPoseParameter
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    Entity.TranslatePhysBoneToBone now works on entities from ClientsideRagdoll
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    Fixed Player.Say not working sometimes
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    ClientsideModels initialize their world transform matrix on creation just like entities do
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    Fixed a crash issue with Entity.SetMaterial()
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    Fixed crashing issues with Entity.GetSequenceInfo and Entity.GetAnimInfo with out of bounds IDs (returns nil instead)
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    Fixed using any NWVar functions on game.GetWorld() resetting its NWVars/GlobalNWVars
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    Fixed NPCs firing SWEPs twice a frame
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    Fixed Player.GetTable() resetting on player disconnect and before GM:EntityRemoved is ran on the player
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    Fixed Entity.SetBloodColor() not working properly with zombie and antlion blood types
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    render.Draw(Wireframe)Sphere will fallback to 24 longitude/latitude steps if we are about to crash