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Features

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    Loading Screens are now passed game volume via GameDetails() (Community Contribution)
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    Added new CLIP tool textures with custom step sounds to mimic Counter-Strike: Global Offensive
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    Allowed usage of multiple unique clip brush textures in vbsp.exe to enable custom footsteps on them
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    Added -nocrc option to gmad.exe which will skip CRC calculations when creating addons to help with very big addons
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Improvements

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    Force lowercase map names on changelevel/map
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    Updated "DefaultUnderline" font to match "Default" font's weight so that RichText URLs and text look consistent
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    Made Menu Lua errors appear mostly like Client/Server errors appear (formatting)
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    Made ErrorNoHalt w/ trace and menu errors trigger the "Something is creating script errors" message
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    Minor changes to config_default.cfg - mp_decals & r_decals set to 2048 (from 5000), sensitivity set to 6 (from 8) and removed spawnmenu_icon_precache since it doesnt exist (Community Contribution)
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    WaterLevel() for non player entities will report WL_Eyes(3) if touching water, rather than WL_Feet(1) when fully submerged
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    Do not add models/*.sw.vtx files to the server download list automatically
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    Fixed Dedicated servers not being able to read unlisted collections
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    "Connection to Steam servers lost" message now also displays user friendly error messages
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    Fixed Lua autorefresh on Linux causing Lua errors with big files and SFTP
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    Added position printout to vrad.exe's "Zero area child patch" message
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    Added Toggle input for func_brush in base.fgd
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    gmad.exe will complain and bail if it fails to get file's size instead of writing 0 causing malformed addon files being created
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    Reduced amount of "Failed to grow buffer" errors with gmad.exe
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    Skip newline as first character when copying text from RichText
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Fixed

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    Do not reset angles/position/speed when unparenting entities since it causes unexpected results
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    $decalfadeduration now works on world brushes & displacements (Jeep gauss gun hit marks now fade away like intended)
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    Changing RT no longer sometimes clamps viewport bounds to backbuffer bounds
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    Fixed a crash issue with prop_combine_ball when it's missing its physics object
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    Clientside crazy physics: Delete the entity AFTER simulating all of its physics objects to avoid crashing
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    Fixed an infinite loop with decal cleanup
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    Striders no longer leave entities they created behind slowly filling up server entity limit
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    buildcubemaps no longer crashes the game in main menu
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    Fixed RichText selection being offset from cursor with clickable text using a different font to the rest of the text
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    Fixed RichText clickable text becoming unclickable if the currently rendering text ranges start with a clickable text
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    RichText now uses clickable text font height for clickable text overlay panels
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    RichText's default color is now black, not fully transparent
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    Fixed RichText clickable panels never being clickable if the first character is a new line
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    Fixed RichText crashing when containing a lot of text without a newline and with the same color