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Dedicated server workshop system now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
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Fixed retry logic for dedicated server workshop collection info polling
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Fixed multi-bone static prop models flashing across the map randomly
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Fixed health/maxhealth not networking in singleplayer for Nextbots and NPCs
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Fixed env_wind and shooting causing infinite looping at high CurTime
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Fixed crashes (on game exit?) to do with HTML panels (CEF)
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Improve TWOPASS model detection & make alpha-tested materials be considered opaque
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(Sub)Material overrides now affect depth passes
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Fixed rapidly loading models (like from dupes) affecting model's translucency flags for the rest of the session
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Prop Spawn effect no longer breaks depth pass
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Do not draw effect rings in the Depth Pass (Community Contribution)
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"Fixed" certain built-in weapons rendering effects in opaque pass
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Remove forced RENDERMODE_TRANSCOLOR from Balloon entity, so it gets correct render group and renders in the depth pass
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Fixed entities with material overrides being in the wrong render group if the previous frame changed the material's opacity
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Fixed an infinite loop crash with Inverse Kinematics on certain models
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Fixed potential crashes with malformed models
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Fixed net_graph lerp value precision (TF2 SDK Community Contribution)
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Internal fixes for VGUI build mode and TextImage::GetText potential crashes (TF2 SDK Community Contribution)
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Scaled physics props now properly work with Source Engine saves (TF2 SDK Community Contribution)
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Fixed dynamic shadows poking through thin surfaces (walls) (TF2 SDK Community Contribution)
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Fixed potential crashes with some map loading functions
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Fixed a crash in the particle system when querying hitboxes of brush models
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Fixed VOX system's map id replacing not working at all, causing certain NPC speech sounds to never play
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Fixed severe performance loss when many team no-collided players stand in the same spot (Make use of NOTEAMCOLLIDE in serverside ShouldCollide)
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Fixed Player:ScreenFade fade times being truncated unexpectedly when set to higher values
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Fixed networking of ammo types for weapons
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Prevent infinite loops in map logic system - when encountering over 100 inputs per tick, delay inputs until next tick
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Fixed status console command trying to use non existent convars
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Fixed spawnicons not rendering when always returning true in GM:RenderScene
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Fixed crashes to do with flexes on NPC models
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Fixed a crash with CrossbowLoad effect
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Fixed a typo in nags_alyx.txt, which caused invalid scene files attempting to be precached
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Handle potential mesh related crash issues (Out of bounds array access)
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Fixed a crash when running "+showbudget" on SRCDS
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Jalopy no longer spawns a trigger_vehicle_cargo entity at all times. Instead, spawn the entity only when asked to, i.e. CargoVisible key value is set before Entity.Spawn is called (maps), or SetCargoHopperVisibility input is used on the car. This input can now also be used to properly disable the functionality by doing SetCargoHopperVisibility 0. This means that Sandbox Jalopy no longer uses 2 edicts, and will not be able to hold a magnusson device in the invisible holder (unless explicitly enabled beforehand)
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Fixed numerous potential crash issues
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Don't reset per-player Sandbox item counts on serverside Lua Refresh of Sandbox-derived gamemodes (Community Contribution)
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Added fallback material sprites/flare6 for the env_funnel entity, so its not missing material with no games mounted
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Fixed an exploit that allowed spamming player_pickup entities on the server that would be never normally cleaned up
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Fixed crashes with certain material proxies when used on static props
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Fixed static props with material proxies flip flopping render groups, causing visual flickering
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func_movelinear now properly supports changing parents via SetParent input - Fixes a bug on ep1_c17_01 with one of the doors
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Fixed serverside player hitboxes in vehicles when the player is at odd angles
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Fixed some player animation/hitbox client/server desync for vehicle animations (steering, rollercoaster) and the "Ear grab" animation
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Fixed a Lua error due to ErrorNoHaltWithStack not being declared in saverestore library, and make the library only use that function to help pinpoint erroring addons
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Fixed Lua errors when manually running internal concommands dupe/save_publish, and an accidental Lua global variable in DModelPanel (Community Contributions)
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Fixed potential crash issues with the dropship NPC, headcrab canisters entity and the detail object system
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Fixed Half-Life: Source Gauss Gun complaining about out of bounds values on the effects it creates
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Fixed a crash in CVoiceGameMgr::ClientConnected due to binary module usage
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Fixed file list concommand autocomplete (such as for load concommand) searching mounted game content
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Send replicated convars in batches of 128 on server join - fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client.
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Fixed leaks with CProceduralTexturePanel - fixes color picker preview in particle editor breaking after a few uses
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Fixed initial angle snap for thirdperson camera (Community Contribution, TF2 SDK)
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Make flDeadtime in prediction code use correct data type, so old prediction entries are not prematurely removed when close to max sv_unlag time (Community Contribution)
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Fixed color mismatch between cl_showhitboxes and sv_showhitboxes
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Fixed multiple crashes with HLTV
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Fixed a crash when trying to load weird/invalid VTX model files (From Back Mesa Blue Shift mod?)
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Fixed crashes where Alyx is trying to enter a removed Jalopy vehicle (Also makes Alyx cancel trying to enter the vehicle if it is removed while she is running to it)
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Restored Steam Peer-to-Peer functionality on Linux dedicated servers
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Fixed a crash when context menu driving func_button entities in multiplayer
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Fixed potential crash issue with rope rendering
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Fixed missing CloseCaption_Small font
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Implemented vendor specific shadow depth format test for Intel GPUs (fixes flashlight not working)
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Fixed crashes with weird .phy model files
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Do not check toolmode_allow_* convars for options in the Utilities spawnmenu section
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Fixed a number of crashes with some specific entities on spawn (when misusing them)
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Implemented more model data validations to prevent crashes
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Move where model scale limits are enforced to prevent model scale related crashes from map logic
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Fixed prop_vehicle_jeep's CreateLinkController input leaking entities if misused (called 2 or more times)
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Fixed a number of console commands crashing due to missing player when used on dedicated servers (For example prop_physics_create)
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Fixed a NPE crash with network transmission check
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Fixed decal related crashes with static props
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Fixed Physgun glow rendering in buildcubemaps and when the player is invisible in 3rd person
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Optimise menu digest scheduling (Community Contribution)
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vgui_slideshow_display refuses to scan invalid folders for slides, improving performance when misused
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Rebuild ambient cube indexes for when there are >65536 of them in a map - fixes large maps having bad prop lighting
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Do not assign client-only color_correction entities serverside - this fixes map cleanups applying color correction that is not present when just starting the map
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Changed console messages from the buddha command to be sent to client console like expected, instead of the server console previously
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Fixed a NPE crash with trigger_tonemap on map cleanup while a player is inside the trigger
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Fixed trigger_weapon_strip preventing weapon pickup indefinitely if removed while player is inside the trigger
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Fixed effects of trigger_playermovement sticking when removed with a player inside the trigger
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Static prop scale now applies to static prop lighting origin
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Added models/*.ani to server download whitelist
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Fixed drone clips being considered water on CS:GO dangerzone maps
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Fixed bugbait effects crashing in a certain scenario
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Fixed rare crashes with Entity:FireBullets in a specific scenario and hitting nothing
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Fixed $treeswaystatic parameter not being copied to DepthWrite shader instances
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Fixed multiple crashes with certain entities when server is at entity limit, such as dropships carrying striders
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Applied mitigation for server DoS exploit with memory allocating in networking
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Fixed crashes when trying to create physics objects too soon
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Fixed infinite loops in model animation code with malformed models
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Fixed some models with jigglebones becoming invisible randomly (Community Contribution, TF2 SDK)
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Potentially fixed rarely getting notifications in chat for already unlocked achievements
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Fixed Player:Lock and server spawns causing drowning noise
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Fixed alpha-tested brushes not rendering in SSAO pass
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Fixed warnings about "two path IDs" during loading engine saves