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                            •
                            player.CreateNextBot sets the bot name by the time player_activate event is called 
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                            •
                            Bump max Source Engine save game size to 12M (from 3) - so the game is not stuck in a (near) infinite loop when trying to load malformed saves during level transitions 
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                            •
                            Bump "cvarlist" buffers from 128 to 1024, so console command/variable descriptions fit 
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                            •
                            Linux: Do not try to execute threaded tasks if there are no tasks - this addresses significant slowdowns on Linux (srcds?) to do with the filesystem 
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                            •
                            Removing point_spotlight will now also remove entities it created 
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                            •
                            More safeguards against loading malformed .gma files 
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                            •
                            Fixed weapon tracer spread on Y axis not being taken into account at all when the effect is fired serverside 
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                            •
                            Micro optimizations to spawnicon and static prop rendering 
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                            •
                            PhysModelCreateBox doesn't reset solid parameters 
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                            •
                            Replace missing .png/.jpg image data with solid white color - this would happen when a Material()'d .png file goes missing (is deleted). It used to be undefined behavior 
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                            •
                            func_smokevolume removes its particles when dormant (when not seen by the player), so the particles can be used by other entities since there's a global limit 
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                            •
                            Mount floating .GMA files before fetching info about subscriptions - so they load in time if launching the game with +map 
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                            •
                            Always mount folder addons before Workshop system (so that the workshop system can find floating .gmas in addons/ folders consistently) 
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                            •
                            Do not hide servers with out of bounds data such as impossible player counts, clamp the data instead 
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                            •
                            Mention valid sample rates in "Invalid sample rate X for sound Y" warning 
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                            •
                            Unblock mp_flashlight console variable in menu state (for use by gamemode convar settings) 
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                            •
                            mat_texture_list - Don't display alpha channel for formats without alpha channel (RGB888, etc) 
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                            •
                            Navmesh auto-blocking checks now run on map start/cleanup 
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                            •
                            Rework how spawnpoint entities are added in base gamemode - one file now, not 25 duplicated files 
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                            •
                            Move default console position to the left a bit so it does not obstruct certain main menu UI elements by default 
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                            •
                            Code cleanup: Replace debug.getregistry usage with RegisterMetaTable where appropriate (Community Contribution) 
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                            •
                            Code cleanup: Use math.tau in some places instead of 2 * math.pi (Community Contribution) 
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                            •
                            Use m_yaw/m_pitch convars instead of hardcoded values in the built-in taunt cam (Community Contribution) 
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                            •
                            Use 4-number overload of surface.SetDrawColor in base game for performance (Community Contribution) 
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                            •
                            `teamonly` in `player_say` game event is now networked to clients 
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                            •
                            npc_combinecamera now fires OnLostEnemy output on losing its target 
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                            •
                            Changed how SWEPs store ViewModel/WorldModel/PrintName - To get rid of 80 character limit for all 3 fields 
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                            •
                            Network gravity scale for players, for prediction 
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                            •
                            Reduced networked bit counts for player's driving mode ID, player class ID and team ID (from 32bit) 
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                            •
                            Network "Sprint Enabled" state to players for prediction (Player:SprintDisable) 
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                            •
                            Do not initialize the scaled prop physics objects as physics shadows for clientside only entities 
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                            •
                            Do not network duplicate health/velocity for players - Since it is already done for all entities 
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                            •
                            Do not set collision bounds on physgun beam to save network bandwidth 
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                            •
                            Increased `modelprecache` maximum size to 8192 (from 4096)