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Enabled STUDIO_DRAW_NO_SHADOWS flag for PCF particle model renderer
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Turn host_state.interval_per_tick into double
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Updated Steamworks API to version 1.64
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Disabled player flashlight offsets when using viewmodel attachment for flashlight position
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Micro optimizations for the main menu, prop_effect initialization, table lookups in Sandbox tools, TTT spawnpoint selection, Thruster effects, Sandbox Light entity rendering, and halo library when rendering models with decals (Community Contributions)
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Minor changes to prop_effect rendering for better integration with community addons (Community Contribution)
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Swap colors in snd_show display for server and client sounds to match GMod error colors, add SV/CL prefix
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Reduced cl_detaildist to 3k from 4k by default to improve performance on some maps
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Do not try to initialize vaudio_speex voice codec when using Steam voice system
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Prevent player.CreateNextBot and bot command in singleplayer, so you are not kicked for "server is full" in singleplayer
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Removed trailing newline from certain disconnect messages for consistency
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Marked a bunch of debug console commands and console variables as cheats, for consistency
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Implemented partial prediction latch resets from Team Fortress 2 SDK - Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what Half-Life 2: Deathmatch does already.
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Cleanup contents of the cache/workshop/ folder on dedicated servers for no longer used/installed addons
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Delete Lua error log files if they are over 100MB
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Set sv_logdownloadlist to 0 by default, preventing generation of useless files in garrysmod/DownloadLists/
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Moved demoheader.tmp file to cache/ folder (safe to delete)
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Moved media/mapkeys.res to settings/mapkeys.res, media/ folder now no longer needed on game installs
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Improved default server log filename format to L-YYYY-MM-DD-III now, was LMMDDIII which is incomprehensible at a glance
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Prevented sv_pure defaulting to mode 0, and dedicated servers trying to read files we don't ship every server startup
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Improved error handling when failing to load Steamworks library, now should reliably say what the failure is as reported by Steamworks library itself
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Consistent stripping of bogus characters from server names (Community Contribution)
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Lua implementations of TypeID and is[type] global functions for improved execution speed (Community Contribution)
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Switched texture memory debug variables to 64bit integers
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Removed FCVAR_ARCHIVE flag from dsp_volume ConVar
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Reset MaxArmor on player spawn to match MaxHealth
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Adjust texture list panel header to scale with screen width
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Updated gm_flagrass and gm_construct navmeshes with lighting info
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Added VPROF scopes to various community requested areas for performance profiling
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Don't treat "workshop" and "" as valid addon names for "files in this addon" searches
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Prevent main menu backgrounds scanning 2 paths on each file open, one always having nothing
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Improved error handling with missing data in <gamemode>.txt files
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Don't fruitlessly search workshop content for every mounted path - only search in addons for each Workshop path
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Do not mount gamemodes/ for menu state Lua, since it is unused there
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Updated Sandbox Undo system UI code to be more self contained and flicker less on refresh
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Refactor cleanup tool UI to be more self contained (Community Contribution)
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Added dormancy check to Sandbox Lights, so lights outside of PVS no longer produce light, allowing more lights to be placed in the local area (Community Contribution)
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Improve Holly library related error handling - The game no longer crashes (64bit builds) when Holly.dll is missing
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Updated config_default.cfg to set ConVars to their defaults - mp_decals and sensitivity. Were set to 2x their default, now set to the actual default
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Reset stale gamemode details on server list refresh (Community Contribution)
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Added some decal related nullptr checks
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Prevent invisible Projected Textures (brightness 0) from trying to render projected shadows
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Made sounds played via surface.PlaySound not be spatialized (so the UI sounds don't have echo, etc)
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Added some requested silkicon flag icons - IC, JE, GG, fixed EH flag to not be mirrored
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Made prop_physics WaterLevel code apply to all animating entities (SENTs) for more consistent WaterLevel results
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Made _rt_ResolvedFullFrameDepth texture use IMAGE_FORMAT_R32F
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Clamp server's bot player count to total player count in the server list
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r_visualizetraces 2 now visualizes hull trace sizes
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Clear all previous dismount spots when searching for ladder dismount spots, in case the ladder moved or something (addons)
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Apply crazy physics entity removal to movetype FLY(GRAVITY) entities - This fixes crossbow and SMG1 projectiles spamming warnings infinitely when they somehow fall outside of the map
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Improve "TWOPASS" brush rendering in shadow passes
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Removed unused NW vars in gmod_thruster code + switch remaining ones to DTVars system (Community Contribution)
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Minor adjustment to CBaseCombatCharacter::Weapon_Switch - Call CBaseCombatCharacter::OnChangeActiveWeapon
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Made dsp_reload convar a cheat
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Reduced DMenuBar spacing, removing it from the left side
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Enabled dumpstringtables <table> support to only print specific table (since it can print clientside only strings)
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Enabled localization for Information/Purpose/Instructions fields in spawnmenu tooltips on SWEPs/SENTs/etc (Community Contribution)
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Improved smoothness of various game systems at high curtime/uptime, such as certain NPCs firing, flying and certain types of entity animations
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Made playermodel editor sliders work consistently with other sliders - the value of the slider now actually matches the visual preview (Community Contribution)
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Display Lua net messages in the Net Graph with a separate color
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Automatically scale the Net Graph if it goes higher than half of the screen, so it doesn't cover it entirely
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Added fallbacks for SurfaceGGX and WorldGGX shaders (for mountable games)
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Moved "dynamic shadow poke through" community fix to opt in convar (r_shadow_clip) since it causes unwanted behavior sometimes
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Try preventing "non positional" control points bloating particle system bounding box - This should help with particle sorting
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Stopped some pointless materials being loaded on game start up
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Removed FCVAR_ARCHIVE from sv_loadingurl - Don't want this to be saved on game clients
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Removed FCVAR_ARCHIVE from sv_skyname - Since it is reset on map load every time anyway
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Wipe mesh vertex buffers on lock