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Changes

What’s changed in Garry's Mod in each patch.

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Features

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    Added icons to Spawnlist right click menus
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    Added Hints for spawnmenu editing features
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    Added No Collide option to Weld tool (Community Contribution)
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    Added Toggle option to Hydraulic tool
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    DPropertySheet tabs can now be right clicked to quickly switch between tabs when they overflow DPropertySheet's width
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    Added Legal tab to Options menu
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Improvements

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    Automatically enable and disable hl2_episodic on map load depending on map prefix, to improve/fix gameplay on maps from Half-Life 2 Episodes
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    Updated TTT (Community Contribution)
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    Updated AI nodegraphs for gm_construct and gm_flatgrass
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    Minor changes to Spawnicon Editor - Added tab icons and sligltly improved performance
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    Updated language files (Community Contribution)
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Fixed

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    Fixed Half-Life 2 barnacle putting players into an invalid state if they are being eaten and the barnacle gets removed
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    Fixed Flechette Gun console spam and multiplayer effects
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    Left 4 Dead 1 map geometry no longer flickers (Unsupported $detailblendmode modes fallback to 0)
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    Fixed cables on Left 4 Dead 1 maps ( and probably post L4D1 maps too ) being invisible. SplineRope shader fallbacks to Cable shader
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    Half-Life 1 NPCs no longer can talk to acting NPCs, putting them into invalid state
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    Fixed particles with material proxies crashing the game
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    func_breakable will drop *_hl1 versions of the Half-Life 1 weapons
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    Fixed a small issue with Hydraulic tool which required players to press the button twice after initial spawn
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    Unknown Windows languages no longer crash the game when right clicking text areas
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    npc_metropoilce will acknowledge existence of multiple players in multiplayer
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    Certain player weapons (hl1, bugbait, etc) are no longer removed on map cleanup
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Features

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    Added support for $treeswaystatic
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    Middle Mouse Click on Hammer 3D view now acts as mouse look
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    Added SetWindDir( int ) input to env_wind
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Improvements

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    CBaseVPhysicsTrigger-based triggers set their solidity when their physics are created depending on whether they are enabled or not
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    Some minor fixes to triggers from newer Source Engine (Don't try to hurn disconnected players, trigger push lagcomp change, dead players can no longer touch triggers)
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    Switched Lag Compensation back to local coordinates from absolute ones to fix vehicle seat position shifting
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    Better multiplayer support for env_zoom and point_viewcontrol
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    env_screenoverlay will now disable its overlay if it was enabled when it is removed
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    Updated BASS.DLL to 2.4.14-mp3free
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    Some (Inputs/Outputs/targetnames) Hammer Drop Downs will size themselves to fit up to 15 elements at the same time instead of the old random 5 to 9
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    Adjusted colors of Source Engine checkboxes for better contrast
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    VRAD and VBSP no longer check for model versions (but still display warnings)
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    Use table.IsEmpty instead of table.Count where possible (Community Contribution)
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    Updated VRAD to the latest TF2 version we have (Feb 2016)
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    gmad.exe now auto ignores thumbs.db and desktop.ini
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    lua_error_url is reset when player starts a local multiplayer game and will receive the proper GMod version
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    Reset active gamemode on client after exiting a server to prevent crashing when starting a new game
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    Forced net_maxroutable to its default value on level init to hopefully fix getting stuck on the loading screen
handyman

Fixed

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    Fixed func_detail smoothing groups not working (Community Contribution)
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    Fixed OnFlashlightOn/Off not working for logic_playerproxy
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    Removing physics object of a Jeep or Airboat will no longer crash the game server, but you still shouldn't do it
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    Prisoner Pods/Chairs and Airboats update water level of their drivers just like Jeeps do
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    Fixed Hammer crashing when trying to load over 1024 models at the same time and other stability improvements
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    Fixed a server crash issue when an entity has "angle" key value (opposed to "angles")
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    Fixed a server crash issue when Player.SendLua has created a Lua error
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    Fixed "starts locked" spawnflag not working on spawn for func_rot_button
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    Clientside Lua errors will no longer be sent to servers from previous client connection
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    Fixed crash exploit when overriding material with certain naughty materials
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Features

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    Added SURF_SKY2D
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    Added DISPSURF_ enums
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    Added SurfaceFlags and DispFlags to TraceResult
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    Added net.BytesLeft
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    Added ImageCheckBox.Set/GetChecked
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    Added Entity.GetModelContents() = int
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    Added table.IsEmpty (Community Contribution)
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    Nextbot.BecomeRagdoll returns the ragdoll it created, if one was created
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    Added Panel.GetTooltip() and Panel.GetTooltipPanel() (Community Contribution)
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    Added MarkupObject to the registry (Community Contribution)
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    Player.Set/RemovePData() now return whether they were successful or not (Community Contribution)
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    Added PathFollower.PriorSegment
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    Added PathFollower.NextSegment
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    Added DNumberWang.Get/SetInterval (Community Contribution)
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    Added ENT.MaxWorldTipDistance and improved implementation of ENT:BeingLookedAtByLocalPlayer (Community Contribution)
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    Added DHorizontalScroller.GetCanvas
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    Added DHorizontalScroller.ScrollToChild
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    Added DHorizontalScroller.SetScroll
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    Added support for ENT:DoImpactEffect for "anim" entities
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    Added ents.CreateClientside
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    Added Entity.GetEntityInUse
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Improvements

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    Switched steamworks.FileInfo to ISteamUGC and added "children" and "error" keys (error will only appear as the only key in case of an error)
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    point_viewcontrol is no longer filetered from game.CleanUpMap()
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    halo.Add() with no entities will no longer try to draw empty halo
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    PlayerSilentDeath is called at a time which is more consistent with PlayerDeath hook
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    Panel.SizeToChildren() and Panel.ChildrenSize() no longer count panels marked for deletion
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    Panels marked for deletion will also no longer affect Dock()ing, just like invisible panels don't
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    file.Rename now forces filenames lowercase (both arguments)
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    file.Open now forces filenames lowercase for writing and reading from the data folder
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    file.* functions automatically remove double or more consecutive slashes
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    Error and ErrorNoHalt no longer have the 512 character limit
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    OnEntityCreated is now called when it is expected - when the entity is created (instead of when the entity is first pushed to Lua, which sometimes was never)
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Fixed

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    Entity.GetBrushPlane no longer returns garbage for non brush models
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    error() no longer crashes with certain inputs and no longer cuts off text weirdly before and after symbol "]"
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    SWEP.DrawAmmo now disables correct HUD elements
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    DCategoryList.SetBackgroundColor now has an effect
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Removed

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    Removed MarkupObject:Create (Community Contribution)
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Features

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    Added basic Steam Rich Presence support
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    Added Half-Life: Source Turrets to the spawnmenu
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    Added more Half-Life: Source entities, including all the weapons
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    Added right click option to tool material and model selectors to be able to copy the model and material paths
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    Added icons to most right click menus in the spawnmenu
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    Sandbox hint notifications now support dynamic keybind display
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    Added recent news feed to the main menu
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    Added Blade Symphony map to its proper category (Community Contribution)
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    Added spawn effect for spawned SWEPs
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    Added Borderless Windowed setting to the Options menu
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Improvements

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    Doubled the amount of servers shown per gamemode in the server list
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    Blood decals from shooting NPCs and Players can now be stuck to props too, not just world
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    Main menu backgrounds no longer load while in the loading screen
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    Updated TTT
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    Updated some Team Fortress 2 map icons and added missing ones
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    Last played map will now scroll into view when opening new game menu
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    Improvements to player animations on longer uptime servers, so they won't look weird/buggy
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    Finger Poser can now be used on any entity
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    Changed Half-Life: Source Turret translations to not include the "Ceiling" part
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    Half-Life: Source Turrets & Barnacle now react properly to Disable AI and Ignore Players settings
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    Updated language files, translated context menu bar and most Spawnmenu right click menus
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    "Wireframe" and "Minecraftify" now properly display their sv_cheats requirement
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    "gmod_drawtooleffects" now also hides the toolgun tracer effects
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    "notarget" and "god" console commands can now be used in multiplayer (Still require sv_cheats)
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    Fixed some sounds not playing on Half-Life: Source maps
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    Updated Options menu keybinds to be more descriptive
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    Spawnmenu icon editor no longer displays an empty Bodygroups tab
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    Server list stops refreshing upon joining a server or switching between server list types (Internet, LAN, Favorites, etc)
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    "Stop Refreshing" button is no longer hidden while browsing servers of a gamemode
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    Reduced ranking impact of empty servers, increased ranking impact of full servers
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    Server ranking based on player count now starts earlier, enabling smaller servers to be more noticeable
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    npc_sniper's laser will properly represent the maximum distance the sniper can see for
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    Adjusted Half-Life: Source NPCs difficulty settings to their "Normal" values
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    Half-Life: Source Scientists will talk more with each other to match the original game
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Fixed

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    Fixes toward console warnings without any mounted games
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    Fixed prop_effect not being duplicatable
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    Fixed some addon entities not being targetable by the properties system
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    Houndeyes and Human Grunts no longer use same squad names causing console spam and slowing down servers
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    Fixed Combine APC placing a red laser dot on players
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    Fixed Half-Life: Source NPCs crashing the game server in some cases
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    Changed Half-Life: Source leech to use its Half-Life: Source model
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    Fixed localization breaking when the game has too many search paths (addons)
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    Fixed props in certain case (like on some Half-Life: Source maps) not receiving light from flashlights
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    Fixed not being able to delete presets
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    Fixed Half-Life 2 Pistol accuracy for NPCs to be like in Half-Life 2
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    Fixed func_breakable drop table on Half-Life: Source maps
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    Fixed Half-Life: Source headcrab sounds
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    Fixed Half-Life: Source doors being silent when locked compared to the original game
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    Fixed Half-Life 2 Suit Charger animations with the citadel flag
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    Fixes made so mods and players can adjust Half-Life: Source NPC difficulty settings via their console variables (sk_*)
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    Fixed last flex being hidden unintentionally in the Faceposer Tool
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Features

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    Added "distance to camera" button for func_areaportalwindow's FadeStartDist/FadeDist keyvalues in Hammer Editor
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    Added GMod specific mapping key values to more entities such as prop_door_rotating, func_brush in Hammer Editor
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    You can now use Middle Mouse Click to pan 2D views in Hammer Editor
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    Added func_detail_blocker support
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    Added support for -allowdynamicpropsasstatic to vbsp.exe
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    studiomdl.exe now can handle infinite bodygroups instead of just 32
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    Lua cache of the client gets reset on disconnect
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    Added fallback textures for "painted" skybox to prevent console warnings and allow cubemaps to be built with the "painted" skybox
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    Added SetMaxLookDistance (float) input to all NPCs (It's also added to the .fgd)
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    Added Half-Life: Source ammo types and their Console Variables
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Improvements

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    Unsupported staticproplump versions will now exit the game with a neat-ish message
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    Added support for staticproplump v11 including scale (visually only), makes the CS:GO battle royale map work
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    Translated shaders "lightmapped_4wayblend" to "LightmappedGeneric" and "grass" to "UnlitGeneric"
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    Restored activator filter func_door functionality from Half-Life: Source
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    Removed leftover debug output from Remove property
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    Half-Life: Source Human Grunts no longer spam console about forming squads
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    Automatically switch the default detailsprites material for an Half-Life 2: Episode 2 one if the map appears to have Episode 2 detail sprites
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    Prevented Sandbox spawning console commands from generating errors when entered into Dedicated Server console
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    Added default value for gordon_precriminal criteria so citizens won't greet the player if they're not a criminal
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    Increased limits:
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    * MAX_MAP_ENTITIES - 8192 to 20480
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    * MAX_MAP_AREAS - 256 to 1024
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    * MAX_MAP_BRUSHES - 8192 to 16384
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    * MAX_NODES - 1500 to 4096
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    * Displacements - 2048 to 5500
handyman

Fixed

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    env_wind can no longer freeze the server when improperly configured
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    Fixed prediction errors when noclipping and changing underwater state
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    Client precipitation never tries to bind a NULL material causing console spam
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    Added GameData key to gameinfo.txt, fixing instances in vbsp.exe and reducing unnecessary output
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    Clientside Lua files are no longer rehashed multiple times during loading
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    Applied a fix for custom detail/detailsprites textures with different aspect ratios from the default one from Valve Developer Community
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    Console command "fogui" no longer overrides console variables on game start causing inconsistencies with the fog and farz between different clients