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Reset effects of render.WorldMaterialOverride, render.ModelMaterialOverride and render.BrushMaterialOverride on disconnect
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Prevent entity precaches on map start from calling GM:OnEntityCreated/Removed hooks
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Add more entities to protected list (cannot be parented, overwritten or removed) - gmod_gamerules, ai_network, soundent, instanced_scripted_scene, ai_ally_speech_manager, scene_manager, npc_barnacle_tongue_tip
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Entity:GetModel force lowercases weapon world models too (It was already forcing lowercase on all other entities)
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Reenabled net message buffer limiters so net.BytesLeft should now work as expected
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Apply some random-ish patches from LuaJIT repo, including a memory allocator fix
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Made Entity:SetLightingOriginEntity use model illumination position when given an entity with a model
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RichText:SetText now discards \r and \0 characters - this is consistent behavior with RichText:AppendText and fixes Panel:GetText not working correctly after SetText and AppendText calls in that order
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Player:Spawn will now force exit the player from their vehicle
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Allow GM:PrePlayerDraw/GM:PostPlayerDraw recursion up to 10 deep
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Micro optimizations for Matrix & Entity:GetBoneMatrix
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Micro optimizations for Vector, and __div, __mul, Mul Vector methods
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Entity:SetCollisionGroup once again allows HL2 specific collision groups
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Queue simple timers to next frame if called from a simple timer callback (if using the same callback function we are currently executing)
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Micro optimization for sql.QueryValue (Community Contribution)
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GM:HUDShouldDraw now gets called for cl_showfps panel (when active)
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Applied correct rendering matrices for GM:PreDrawHUD and GM:PostDrawHUD, so calling cam.Start2D is no longer necessary
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Moved calling of GM:PreDrawHUD slightly later, so it renders in the 2D view, just like GM:PostDrawHUD does
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Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when GM:PreDrawEffects is, not at all times.
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Make game.GetMapVersion also return the BSP version
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Allowed render.Capture to run with console open when a custom render target is set
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chat.AddText now handles numbers like expected
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Player:PlayStepSound volume argument now defaults to 1
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Minor optimizations for Matrix() and Angle() global functions
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Clamped animation playback rate to networking limits when set by Nextbot:BodyMoveXY internally
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More strict type checking for table members, for tables passed to engine functions (Will throw non halting Lua errors)
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Potential micro optimization for trace filter tables
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mesh.Begin now throws errors with invalid primitive counts
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Apply name restrictions to concommand.Add for certain invalid characters
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Make joystick input add to mouse delta, not replace it - since the player can still use both at the same time (CUserCmd:GetMouseX)
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Pass GM:AdjustMouseSensitivity's arguments to WEAPON:AdjustMouseSensitivity (Community Contribution)
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IMesh:BuildFromTriangles will now read weights from util.GetModelMeshes - It will only read 2 weights max (as per hardware skinning limtiation), while util.GetModelMeshes can return up to 3!
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concommand.Add now errors when given invalid parameter types
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Added type checking to Entity:PhysicsInitConvex's second argument
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render.ModelMaterialOverride will no longer override current override type