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Features

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    Added SF_PHYSPROP_IS_GIB, SF_PHYSBOX_ALWAYS_PICK_UP, SF_PHYSBOX_NEVER_PUNT, SF_WEAPON_START_CONSTRAINED, SF_WEAPON_NO_PLAYER_PICKUP and SF_WEAPON_NO_PHYSCANNON_PUNT enums (all shared)
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    Added NextBot.IsAbleToSee( ent, useFOV = true )
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    Added NextBot:Set/GetFOV()
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    Added CNavArea.IsPotentiallyVisible( cnavarea )
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    Added CNavArea:IsCompletelyVisible( cnavarea )
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    Added Nextbot.Set/GetMaxVisionRange()
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    Added CNavArea:IsPartiallyVisible( eyepos, ignoreEnt = NULL )
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    Added DLabelEditable.Set/GetAutoStretch, defaults to false
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    Added NEXTBOT:OnEntitySight and NEXTBOT:OnEntitySightLost
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    Added Material:Get/SetVector4D, returns/takes 4 numbers
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    Added DButton.SetMaterial() (Community Contribution)
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    Added Player.OwnerSteamID64(), serverside only, returns the SteamID of family sharing owner of the game license (or just the player's SteamID if not using FS), will be 0 before player is fully authed
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    NPC.NavSetGoalTarget, NPC.NavSetRandomGoal, NPC.NavSetGoal and NPC.NavSetWanderGoal now return a bool - whether the path generation succeeded or failed
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    Added a 2nd argument to util.RedownloadAllLightmaps - update static prop lighting
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    Added "stack" argument for GM:OnLuaError
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    Added DTree_Node.GetChildNodes
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    Added DTree_Node.GetChildNodeCount
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    Added DCollapsibleCategory.SetHeaderHeight
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    Added DCollapsibleCategory.GetHeaderHeight
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    PropSelect.AddModel(Ex) now returns the icon it creates (Community Contribution)
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    RecipientFilter global now has a new optional argument - make unreliable
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Improvements

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    DNumberWang.OnValueChanged is now only called when the value has actually changed
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    Increased precision of doubles in util.TableToJSON
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    Player.SetActiveWeapon( NULL ) now hides the view model as expected
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    Player.SetActiveWeapon( NULL ) no longer causes next selected weapon to be force-lowered
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    surface.DrawCircle is no longer made out of dots but uses lines and it's color argument is now optional
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    Promoted "HTTP failed - ISteamHTTP isn't available!" to an ErrorNoHalt with stack to help identify what addon is causing the error message
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    Weapon.SetClip1/SetClip2 marks the weapon to not give out reserve ammo/reset clips on weapon pickup
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    Made Entity.Use's last 3 arguments optional
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    More consistent "self" type/NULL checking for CNavArea and CLuaEmitter
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    CLuaParticle.SetThinkFunction/CollideFunction now ErrorNoHalts on bad input, instead of a silent message
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    DCollapsibleCategory now works better with Derma skins
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    CreateSound() no longer forces the internal filter to be reliable
handyman

Fixed

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    surface.DrawTexturedRect(UV) now work with poster command nicely
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    Fixed clientside DTVar callbacks not being called when setting an "Entity" type property to NULL
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    Fixed PANEL:OnStopDragging being called multiple times per "dragging drop" (Community Contribution)
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    Fixed engine.LightStyle crashing with style=64
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    NPC.NavSetGoal no longer tries to generate a 0 length path failing every time, now has 2 more arguments, minPathLength and direction = vec3_origin
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    Fixed render.DrawQuadEasy producing malformed/squashed quads in very certain rare cases
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    Player.PickupObject now force drops the given object before trying to pick it back up, so the object doesn't get stuck in an invalid state
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    Player.SetNoCollideWithTeammates( true ) no longer causes players with Team ID 1-4 to not receive melee damage from NPCs
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    Fixed walking on player heads not working correctly if SetNoCollideWithTeammates() is set to true and the 2 players are in different teams in teamID range 1-4
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    Fixed players on moving brush entities getting instantly killed if inside each other with SetNoCollideWithTeammates( true )
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    Fixed players getting flung unexpectedly from frozen props, most noticeably with SetNoCollideWithTeammates enabled and standing in teammates
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    Avoid console errors when using PrintMessage with weird input
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    DMenu submenus inherit parent's derma Skin
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    Fixed HTTP() global trying to use invalid ISteamHTTP pointer after changelevel on dedicated servers causing a crash
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    DModelPanel clears render depth automatically fixing weird artifacts when 2 or more DModelPanels are on top of each other