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Throw a non halting Lua error when giving invalid types to Entity:SetNetworkedVar (and the other SetNetworkedX functions)
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Throw a non halting Lua error when trying to read net message past its end (Limited to lua_strict being set to 1)
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Added engine_no_focus_sleep to blocked convar list
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On dedicated servers, BRANCH returns "unknown" instead of "prerelease" - Since the builds are identical 99% of the time, "unknown" is the more expected value. This way, it's incorrect only in 0.01% instances of servers using the prerelease beta, instead of most of the time when not using any beta.
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Apply changes to type() function for speed improvements (Server/menu) (Community Contribution)
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CUserCmd:GetMouseY/X values on the server are now independent of client FPS of the associated player
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constraint.Motor accepts a bool for "toggle" parameter (was only accepting 0 or 1)
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Do not try to run HTTP requests with invalid URLs at all
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Run GM:PlayerBindPress for unbound keys too
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numpad library discards bindings to KEY_NONE (Community Contribution)
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Remove tostring call on the argument of player.GetBySteamID64, since it is supposed to be a string at all times anyway (Community Contribution)
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Optimized all player.Get* functions a bit
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Optimized all ents.Get* and ents.Find* functions
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Improved reliability of entity iterator functions
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string.ToColor micro-optimization (Community Contribution)
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Disallow calling Entity:Spawn on the world entity
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Make util.RemoveDecalsAt distance a float, and use squared distances internally
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Added IMesh.__tostring method with format IMesh [X verts, Y indices]
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Throw a non halting error when ENTITY:GetRenderMesh returns a mesh. but not a material
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Prevent a crashing issue with multicore rendering and IMesh:BuildFromTriangles