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Tell the player if garrysmod.ver is read only, which could lead to inability to join servers
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Log workshop addon mounts (count only) in console for debugging purposes
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Micro optimization for cam.Start2D (Community Contribution)
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Remove most of usage of deprecated CSteamAPIContext on the client
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Apply more strict checking of invalid Lua states in CLuaObject
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Make Lua print() and error() text colors in console the same
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AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list
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Add WriteTempEntities overflow warning from CS:GO
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Do not force "rate" cvar to 100000 on start up (from 1000000), and remove archive flag from it
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When dealing physics stress damage on characters, set inflictor and attacker if possible - will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first entity doing the stress damage
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Truncate killfeed names to 512 bytes to prevent net message overflows
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Register private animation events as client events too, so they call the clientside SENT hook for model animation events
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Reject empty or near empty .gma files with a nice message
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Bump internal render data buffer from 64k to 80k to prevent rare? crashes
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Improve performance/memory usage of Lua mat proxies
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Added some sanity checks around for unclosed Lua ISave/IRestore blocks
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Prop fading changes when the fade distance is below 500, to prevent the prop looking transparent at all times
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Draw console notify text over all other panels (with developer convar above 0)
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Added background to text output of cl_pdump cvar
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Update lights.rad to its up to date Half-Life 2 version with HDR and episodes support (Community Contribution)
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Use player.iterator instead of player.GetAll in some base game functions (Community Contribution)
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The game now ships updated copies of vpk.exe, soundsystem.dll and vtex.exe
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Reduced OBS_MODE_DEATHCAM interpolation time from 3 seconds to 1 second
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More strict shader loading file whitelist (Requiring to be in shaders/fxc/ rather than shaders/)
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Try to provide some useful info to "hit surface has no samples" warning
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Increased MAX_NODES (Max AI nodes on a map) from 4096 to 8192
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Only allow sound precache on level transitions/game load - this should help with sound precache overflows in single player games while still not breaking engine saves and level transitions
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Added description to sv_sticktoground console variable
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Changed description of bot_zombie console variable to explain what it does
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Unhide *.ain (AI Nodes) loading errors (previously required developer 1), make them warnings
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Moved map.pack to cache/map_pack.bsp
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Updated "AI node graph is out of date" warning to include version number
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Hide "Soundscape: <name>" message if soundscape_debug convar is 0
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Disable sv_parallel_sendsnapshot by default - apparently still causes random unreproducible crashes that need solving first
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Disable mouse3/4/5 input on DAdjustableModelPanel (Community Contribution)