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Features

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    Hammer: Allow right click on 3D view to activate FPS camera controls, on tools where right click in 3D view is not used
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    Added point_viewcontrol features from CSGO: SetTarget/SetTargetAttachment/ReturnToEyes/TeleportToView/SetTrackSpeed/SetPath inputs, "fov" "trackspeed "fov_rate" keyvalues, Set FOV spawnflag
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    Added env_sprite_clientside
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    env_projectedtexture: Added "style" and "pattern" keyvalues/inputs, SetNear/FarZ inputs and more
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    Added simple multiplayer support for color_correction_volume
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    Added info_particle_target as alias of info_target
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    Added prop_dynamic_glow as alias of prop_dynamic
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Improvements

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    Replaced a bunch of Color( 255, 255, 255 ) cases with color_white, etc
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    Hammer: Made the "Default to 15 degree rotations" setting invert what SHIFT does during rotation, not outright enable/disable it
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    Restored invalid model file header checks for VRAD
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    More descriptive error messages when Msg* functions fail to call tostring()
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    Avoid kicking players for "Connection rejected by game"
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    Crash with a nicer message on maps that have (purposefully) corrupted first lump
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    Better Orbit camera for DAdjustableModelPanel
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    Added server related steam error code translations
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    Minor improvements to PrintTable() (Community Contribution)
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    Switched steamworks.GetList to ISteamUGC
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    Better error handling for compressed map lump loading
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    The game no longer loads "Do not mount" state for unsubscribed addons
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    Combined the two loops in weapons.Register into one
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    Print a console message when game is started with -noaddons
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    Increased precision of rotation for all entities to fix prediction errors (lagginess) when walking on frozen props at not straight angles
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    Doubled maximum ammo types
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Fixed

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    Fixed a crash related to shadow rendering
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    Fixed DNumberScratch's value going out of bounds of the blue background with huge values
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    Preventative fix for large Lua files causing clients to get stuck on loading or completely breaking a server with autorefresh
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    Fixed GMOD_SendToClient having inflated buffer sizes
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    Do not rebuild Derma skin on ALL panels when some single panel gets its skin set
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    Dtooltip inherits derma skin from the panel it is opened for
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    Fixed Hammer not loading vgui language files
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    Fixed certain labels/buttons in Hammer model picker being cut off
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    Fixed HLMV not being able to open VPK folders (and potentially other places not detecting VPK folders)
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    VRAD no longer crashes with invalid model versions on static props (i.e. Portal 2/CSGO models)
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    VRAD no longer bails compiling vertex lighting for static props with invalid model versions
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    VRAD now uses DX90 (used DX8 versions before) vertex format for vertex lighting of static props
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    Fixed "snap to grid" display in Hammer not updating when it should
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    Fixed "Browse" for func_instance in Hammer not filling the field properly when map .vmf is not located in the GarrysMod/garrysmod/maps folder
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    Fixed (env_)explosions not respecting the NODLIGHTS flag
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    Fixed a crash to do with built-in weapons
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    env_projectedtexture shadows can now be turned on while the projected texture is on (previously required the projected texture to be turned off)
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    Fixed hover state of DSlider's draggable "knob"
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    Overflowing serverside sound precache no longer boots you to main menu/crashes the server
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    Fixed MP3/OGG sounds being cached even when they don't exist/failed to load
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    Fixed Lua errors when thrusters are trying to use NULL particle emitters
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    Force disconnecting players to leave their current vehicle properly
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    Fixed Icon Editor erroring when editing a spawnicon which was removed (spawnmenu_reload)
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    Hammer and entity templates can now properly handle post Left 4 Dead 1 map entity Input/Output (ESC delimiter instead of a comma)
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    Fixed a crash with npc_alyx shooting on a server with no players
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    Changed bodygroups to use unsigned integers over signed integers to prevent crashing and increase the bodygroup combination limit somewhat
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    npc_combinegunship's ground attack spawnflag and inputs work now
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    trigger_teleport ejects player from a vehicle when teleporting with the "Only Players In Vehicles" spawnflag
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    Hammer: Fixed .fgd flag/array values inheritance, so spawnflags on trigger_teleport are no longer missing (possibly fixes other entities too)
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    Fixed an infinite loop with CAI_TrackPather on ep2_outland_11a (and possibly other maps/places)
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Removed

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    Removed usage of SendLua in the undo library
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    Removed some unused variables from Sandbox entities
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    Removed internal STUDIO_TWOPASS hack for Lua entities to hopefully fix the render order issues for good
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    Rollback render.ClearDepth change for DModelPanel as it causes issues for addons