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Features

  • •
    Added ProjectedTexture:SetLightWorld and ProjectedTexture:GetLightWorld
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    Added CreateParticleSystemNoEntity
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    Added CNavArea:GetSpotEncounters
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    Added CNavArea:GetVisibleAreas
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    Added surface.GetTextPos
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    Added engine.AbsoluteFrameTime
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    Added render.RenderFlashlights
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    Added flags of the world to DIconBrowser (Community Contribution)
  • •
    Added EF_NOFLASHLIGHT
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    Added Weapon:GetDeploySpeed to all weapons
  • •
    Added Weapon:SetDeploySpeed to all weapons
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Improvements

  • •
    Made util.IsOBBIntersectingOBB shared
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    game.CleanUpMap now respects the EFL_KEEP_ON_RECREATE_ENTITIES flag
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    Made Entity:SetHealth have an effect clientside for prediction purposes
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    Entity:FireBullets calls WEAPON:DoImpactEffect on active weapon serverside to mimic clientside behavior
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    Added safeguards against not popping render.PushCustomClipPlanes
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    util.GetModelMeshes now accepts "00000000" format bodygroups
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    CNewParticleEffect:SetControlPointOrientation can now accept an Angle instead of 3 directional Vectors
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    Made FrameNumber shared
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    DGrid now works correctly with Panel:Clear, and ignores invisible items (Community Contribution)
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    DListView_Column:SetFixedWidth sets the column width immediately (Community Contribution)
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    Player:IsWorldClickingDisabled is now properly networked to client
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    Removed networking limits for Player:SetFrags and Player:SetDeaths
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    Reduced net.WriteEntity/net.ReadEntity from 16 bits to 13 bits (Community Contribution)
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    Made Entity:CreatedByMap, Entity:MapCreationID and Entity:GetCreationID networked and shared
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    Entity:SetFriction now affects players
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    Reverted "Allowed weapons and entities to set their own classname" as it was causing issues
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    Following functions will no longer return nil when used on invalid entities, and will return 0 instead - Entity:GetNumPoseParameters , Entity:GetHitBoxGroupCount, Entity:GetHitBoxCount, Entity:GetBodygroupCount, Entity:GetSkin, Entity:GetSequence, Entity:GetNumBodyGroups, Entity:GetSequenceGroundSpeed, Entity:GetSequenceMoveDist, Entity:GetModelContents, Entity:GetLayerDuration, Entity:GetLayerWeight
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    Following functions will no longer return nil when used on invalid entities, and will return an empty string instead - Entity:GetPoseParameterName, Entity:GetSequenceName, Entity:GetSequenceActivityName
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    Entity:GetBoneCount - used to return -1 on failure, now returns 0
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    Entity:GetPlaybackRate - returns 1 on failure
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    Entity:GetBoneName - returns __INVALIDBONE__ on failure
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    Entity:GetSequenceActivity - returns -1 on failure
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    Entity:GetSequenceVelocity - returns vector_origin on failure
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    Entity:GetLayerPlaybackRate - returns 1 on failure
handyman

Fixed

  • •
    Fixed file.Find ignoring "Copy (" files
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    Fixed game.SetSkillLevel always being forced to the value of 'skill' convar
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    Apply cyclic parent hierarchy stack overflow fix to clientside Entity:SetParent
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    Reset value of render.SetLightingMode on map shutdown
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    Reset render.EnableClipping to false on map shutdown
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    Make file.Exists return correct values for folders in Lua paths
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    util.DecalEx now also affects static props
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    Increased networked bits for player flags so Player:HasGodMode is now networked to clients properly