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Features

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    Build vbspinfo.exe (now shipped with the game)
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    Added sv_maxunlag convar
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    Added sv_log_client_errors (defaults to 1) - Allows disabling logging of them to a file
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    Added sv_npc_full_pvs_checks (Default to 1) - Fixes some NPCs flicking in multiplayer with more than 1 player on the server
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    Added host_workshop_autoupdate (defaults to 1) - Set to 0 to disable dedicated server workshop auto updates
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    Added new shader parameters to Core shader - $EntityOrigin, $Diameter
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    Added $BASETEXTURESPEED, $BASETEXTURE2SPEED, $BASETEXTURE3SPEED for VolumeClouds shader
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    Added -disablehttp command line parameter
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Improvements

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    Increase default value of budget_panel_height to 800
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    Allow prop_vehicle_crane to receive damage events when player hitbox is not hit
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    Some minor memory usage optimizations
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    Added convar descriptions to many default Lua-defined convars
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    Hide mod_load_*_async convars - They are linked to a game hang when enabled, and they are disabled by default anyway
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    Reset ammo types on map shutdown as well, so they are gone by the time another map is loaded
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    Move some hardcoded values of weapon_fists to SWEP.* variables
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    Default cl_detail_allow_vertex_lighting to 1
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    Added "resource/overviews/*.txt" to BSP whitelist
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    Ignore \n, \r and \t in player names
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    Optimized skypaint matproxy (Community Contribution)
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    Reworked Portal Rocket Turret targeting to make the SetTarget input work
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    Do not prevent C_BaseAnimating entities from rendering if sequence is set to -1
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    Do not run animations on prop_prisoner_pod if its empty, to potentially save on network bandwidth
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    Allowed custom (private) activity IDs on client to be registered on model load
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    Restored "permanent failure" check on SRCDS steam logon failure - Basically will login anonymously if provided GLST is invalid
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    Block more URLs that crash Awesomium - .mov, .mp4 - This is not ideal, but there isn't a better way
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    Micro optimizations with weapon_base & GM:DrawDeathNotice (Community Contribution)
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    Print games that are mounted to console (like folder addons) with developer 1
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    Improve consistency of trace surfaceID returns clientside - this only relates to usages of shadow PhysicsObjects
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    vcollide_wireframe - draw the actual physics object clientside if it exists
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    Prop gibs inherit model scale of scaled props
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    Improved scaled physics prop trace hit detection when the prop is scaled only from the server
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    Reworked game_text rendering clientside to allow for 256 channels at the same time (from 6)
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    Merge scripts/talker/* with episodes, re-enabling certain NPC behaviors, such as Alyx darkness prank
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    Gravity Gun no longer deletes Physics Objects it didn't create
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    Hammer support for sent_ball - To serve as another example of Lua entity in Hammer
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    debug_dump: Separate Lua and non-Lua cvars
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    Add more info to "gamemode is not a table" error/crash
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    Updated map icon for ep2_outland_06a to actually represent what it is
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    Half-Life 2 map categories are done strictly by name, so modded versions of those maps do not unexpectedly end up in the Half-Life 2 categories
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    Limited m_customaccel_max and m_customaccel_exponent to sane values
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    Unhide sv_stressbots and make it a cheat
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    Reduced max allowed voice packets per frame to 48 (from 64)
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    Include map name in map related disconnect messages
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    Kick players who send impossible voice packet sizes (<= 1 byte, above 2k)
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    Added sv_signon_dos_disconnect from CS:GO - mitigates a DOS exploit
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    Experimental: Do not close srcds on model precache overflow, just use error model
handyman

Fixed

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    Fixed a longstanding crash with CSoundPatch usage
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    Fixed a crash on exit to do with panels
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    Fixed a crash with gameui_show_dialog and remove the console command
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    Potential crash fixes to do with traces
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    Fixed a crash due to missing attacker in player take damage hook
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    Fixed a crash related to static props on map load for certain maps
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    Fixed some crashes with DSPs
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    Fixes towards crashes with poster command and insane size values
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    Fixed crashes with huge font blur values
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    Fixed a crash when an NPC sees more than 255 enemies
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    Fixed a self-crash with +vgui_drawtree
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    Fixed a crash with multicore rendering and logging
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    Properly handle mounted addons disappearing (unmounted) - This fixes a crash with BASS.DLL trying to play addon files that are no longer there
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    Fixed a crash to do with static props when they change models - i.e. when a static prop goes from error.mdl to a more complex one
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    Move various crash fixes & security improvements
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    Restored "gamemenucommand RestartWithNewLanguage"
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    Fixed a warning about "Invalid texture id -1" on disconnect
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    Fixed env_blood color setting, and add new colors, as well as fixed missing textures for some settings and restored hidden settings
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    Fixed certain detail props not rendering on maps with more than 65k of them
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    Prevent ent_create player to avoid issues from doing so
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    Fixed a memory leak with serverlist.Query
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    Implemented a workaround for animation event IDs on listen servers being set to "invalid" values (client vs server conflicts)
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    Fixed Portal 2 .wav files that are actually .mp3s not playing
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    Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
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    Fixed env_screenoverlay SwitchOverlay input forcing overlays on when the entity is disabled
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    Fixed env_zoom not working sometimes, and not undoing itself on removal
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    Fixed scaled props scaling collision bounds twice
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    Fixed clicking a TextEntry sometimes setting invalid caret position
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    Fixed crashes when point_template is used improperly
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    Fixed logic_collision_pair not working at all when spawned by map
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    Fixed crashes when certain models are spawning generic gib types that do not come with GMod
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    Fixed a bunch of possible crashes with Vehicles pre Entity:Spawn()
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    Fixed whereis concommand sometimes not finding the certain workshop addons (server exclusive .GMA addons)
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    Fixed unmounting GMAs leaving behind empty folders internally
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    Fixed division by 0 when parsing MP3 files on Linux
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    Resolved case sensitivity issues with lua_refresh_file
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    Fixed materials with matproxies sometimes getting permanent artificial refcount
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    Resolved model materials going into negative refcounts - This is a specific case where error models are "hotloaded" into non error models
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    Fixed sprites causing material refcounts going negative - Similar case to models where sprite materials become available after precaching as error
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    Fixed Lua particles leaking material refcount - This is fixed by precaching the material just before it is used
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    Do not precache particle materials on the server (game.AddParticles) - Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway
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    Clean up rope materials on disconnect, not game shutdown - Allows rope materials to reach 0 refcounts
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    Fixed intro screen material not being freed
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    Fixed __error material getting an extra forever refcount on game launch
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    Fixed __loading and __background getting forever refcounts, preventing them from being freed
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    Fixed certain sprites (such as physgun beam) being forever referenced if drawn
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    Fixed NPCs spawning sprites sometimes causing artificial refs on the material
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    Fixed another case where particle materials would end up with artificial refcount
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    Free existing/previous font textures/materials on disconnect
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    Fixed NPC death animation blending (Community Contribution)
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    Fixed NPC death poses (Thanks MapBase)
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    Fixed legacy workshop addons sometimes not extracting correctly - This would happen on download, potentially after messing about with Steam files
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    Prevent NPCs complaining about sequence -1 when trying to move, but the NPC model has no correct movement sequence
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    Fixed NPCs and players complaining about bone access when creating death ragdolls
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    Corrected string representations of some CLASS_ enums
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    Fixed a crash to do with soundscapes after map cleanup
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    Rework how movement is disabled when player is dead with movetype_walk, so gravity/velocity, etc. is still applied
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    Fixed nextbot deaths counting twice for npc_maker
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    Fixed flex bone drivers in-game - Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
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    Fixed player angles serverside while in vehicle not matching client
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    Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence
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    Fixed crashes when getting name of invalid ammo type
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    Fixed "Unknown language" in TextArea right click for certain languages, now will try to get correct name from Windows.
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    RichText uses localized string for "Copy" in context menu, fixing extra "&" being present in Lua created version of the panel
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    Fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be
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    Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players on the server
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    Fixed crash with trigger_weapon_strip when a non NPC/Player entity enters it
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    Fixed crashes with npc_portal_turret_floor
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    Prevent stack overflow crashes with InvalidateLayout( true ) from PerformLayout
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Removed

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    Removed mat_stub convar
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    Removed full paths from "Adding Filesystem Addon" console messages
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    Removed -textmode