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player.CreateNextBot sets the bot name by the time player_activate event is called
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Bump max Source Engine save game size to 12M (from 3) - so the game is not stuck in a (near) infinite loop when trying to load malformed saves during level transitions
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Bump "cvarlist" buffers from 128 to 1024, so console command/variable descriptions fit
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Linux: Do not try to execute threaded tasks if there are no tasks - this addresses significant slowdowns on Linux (srcds?) to do with the filesystem
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Removing point_spotlight will now also remove entities it created
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More safeguards against loading malformed .gma files
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Fixed weapon tracer spread on Y axis not being taken into account at all when the effect is fired serverside
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Micro optimizations to spawnicon and static prop rendering
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PhysModelCreateBox doesn't reset solid parameters
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Replace missing .png/.jpg image data with solid white color - this would happen when a Material()'d .png file goes missing (is deleted). It used to be undefined behavior
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func_smokevolume removes its particles when dormant (when not seen by the player), so the particles can be used by other entities since there's a global limit
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Mount floating .GMA files before fetching info about subscriptions - so they load in time if launching the game with +map
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Always mount folder addons before Workshop system (so that the workshop system can find floating .gmas in addons/ folders consistently)
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Do not hide servers with out of bounds data such as impossible player counts, clamp the data instead
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Mention valid sample rates in "Invalid sample rate X for sound Y" warning
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Unblock mp_flashlight console variable in menu state (for use by gamemode convar settings)
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mat_texture_list - Don't display alpha channel for formats without alpha channel (RGB888, etc)
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Navmesh auto-blocking checks now run on map start/cleanup
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Rework how spawnpoint entities are added in base gamemode - one file now, not 25 duplicated files
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Move default console position to the left a bit so it does not obstruct certain main menu UI elements by default
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Code cleanup: Replace debug.getregistry usage with RegisterMetaTable where appropriate (Community Contribution)
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Code cleanup: Use math.tau in some places instead of 2 * math.pi (Community Contribution)
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Use m_yaw/m_pitch convars instead of hardcoded values in the built-in taunt cam (Community Contribution)
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Use 4-number overload of surface.SetDrawColor in base game for performance (Community Contribution)
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`teamonly` in `player_say` game event is now networked to clients
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npc_combinecamera now fires OnLostEnemy output on losing its target
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Changed how SWEPs store ViewModel/WorldModel/PrintName - To get rid of 80 character limit for all 3 fields
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Network gravity scale for players, for prediction
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Reduced networked bit counts for player's driving mode ID, player class ID and team ID (from 32bit)
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Network "Sprint Enabled" state to players for prediction (Player:SprintDisable)
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Do not initialize the scaled prop physics objects as physics shadows for clientside only entities
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Do not network duplicate health/velocity for players - Since it is already done for all entities
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Do not set collision bounds on physgun beam to save network bandwidth
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Increased `modelprecache` maximum size to 8192 (from 4096)