-
•
RPG rocket stops its looping sound when removed prematurely
-
•
Fixed crashes when using tv_record console command
-
•
Player:IsBot now returns true for SourceTV master client
-
•
Prevented tv_enable going beyond absolute max player count and crashing
-
•
SourceTV players are considered bots for player library
-
•
Do not wait for SteamID validation for HLTV clients that will never come, so players can actually join such servers
-
•
Fixed tags for HLTV servers, added extra hltv:1 tag
-
•
Fixed duplicate definitions for Player:GetTool (Community Contribution)
-
•
Improved support for non-English messages in DTextEntry history (Community Contribution)
-
•
World clicker aim uses correct FOV values, so it works when FOV is modified by GM:CalcView hooks, etc
-
•
Fixed displacements with $alphatest 1 materials not having collisions
-
•
Fixed props with VortWarp shader crashing the game when entering water
-
•
Fixed crashes when accessing out of bounds flex controllers
-
•
Given sk_ally_regen_time a minimum value of 0.01 to avoid division by 0, and subsequent freezes due to infinite loops
-
•
Resolved incompatibility with $BlendModulateTexture and $detail - fixes gm_construct sand/grass transitions
-
•
Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game
-
•
Fixed fonts from gamemode's content/ folder inside a .gma not being extracted - so that they can actually be loaded
-
•
Clean up DOF_Ents table on DOF_Kill (Community Contribution)
-
•
Fixed airboat model attachment name
-
•
Fixed seemingly incorrect calculation of vehicle wheel total height
-
•
Prevent audio system being able to read files outside of game folder
-
•
Make duplicator actually spawn the correct NPC - It was spawning them by entity class, luckily all of the base ones are present in the "NPC" list by their classname, now it spawns them by their actual original name in the "NPC" list.
-
•
Fixed SteamID placeholder calculation for clients with no SteamID (multirun environments)
-
•
Fixed crashes due to CSoundPatch
-
•
Fixed Panel:SetDrawLanguageIDAtLeft causing cursor selection to be offset
-
•
Fixes for func_door looping sounds
-
•
Improve autorefresh handling for lua_openscript(_cl) scripts
-
•
Fixed secondary map instances overriding base map revision
-
•
Fixed navmesh place names being cutoff by 1 character
-
•
Fixed "from end/current position" seeking for files stored in VPKs
-
•
Fixed viewpunch prediction errors when landing
-
•
Fixed useless spam in output of VBSP (when compiling maps)
-
•
Fixed useless spam in console when starting Linux Dedicated Server
-
•
Fixed nav_generate and nav_edit trying to run unknown or removed concommands and convars
-
•
Fixed 2 community.properties translations that had typos
-
•
Do not force Nextbot/SNPC render group to opaque by default - let the engine decide based on the entity's model
-
•
Fixed an issue where text too long in mat_texture_list would not draw at all
-
•
Clear water reflection view every frame - fixes not rendering skybox causing water reflections to be "stuck" to screen, etc.
-
•
Fixed crash when prop_doors have no model on spawn
-
•
Fixed drag'n'drop preview being offset when local panel position is above 2048 pixels on any axis
-
•
Fixed a crash with npc_vortigaunt in a specific Half-Life 2 Coast map scripted sequence when you make it shoot an explosive barrel
-
•
Fixed an infinite loop in EnumerateElementsAlongRay when ray has infinite end position
-
•
Fixed minor saverestore warning with prop_physics
-
•
Force DXT1 /w 1BitAlpha to DXT1 format in VTF loading to make them actually appear correctly
-
•
Reject textures whose size is calculated to be 0 bytes
-
•
Prevented crashes with ragdolls (especially when created too early)
-
•
Fixed crashes when Half-Life: Source vortigaunt or scientist is killed by unowned combine ball
-
•
Fixed potential minor memory leaks with Source Engine
-
•
Fixed crashes related to shadow rendering
-
•
Do not cleanup env_soundscape_proxy entities - This used to break soundscapes, and other soundscape entities are already not cleaned up
-
•
Fixed func_tank becoming unusable after temporarily setting its firerate to 0
-
•
Fixed trigger_hurt damagetype keyvalue parsing for unsigned int values
-
•
Fixed func_instance_io_proxy not updating inputs correctly - All instance .vmf files will need to be re-saved for the fix to work
-
•
Set -game to garrysmod for Hammer if not already set, fixing "missing shader" warning spam on start up
-
•
Initialize mod shaders for VBSP (during map compile), so painted skybox materials can load correctly for cubemaps (since they use custom shaders, and missing shaders make materials not load)
-
•
Fixed crashes when failing to create physics bone followers at entity limit
-
•
Prevent crash on game exit to do with the loading screen
-
•
Fixed datapack_stats not correctly decompressing data, causing crashes sometimes
-
•
Fixed crashes when maps have entities parented in an infinite loop
-
•
Fixed a graphical glitch-exploit with pp/copy material and the halo library
-
•
Added sound/*.ogg to BSP whitelist
-
•
Gravity Gun stores and restores PhysObj drag state, instead of always resetting it
-
•
Fixed many crashes when certain models try to access invalid data
-
•
Fixed potential crash with game_ui entity
-
•
A number of crash fixes to do with infinities
-
•
Potential crash fixes with npc_barnacle
-
•
Fixed Problem count not being visible if problems are fired before the menu is created
-
•
Prevent models going invisible when animation cycle somehow becomes infinity
-
•
Fixed func_breakable_surf crashes on spawn without a model set
-
•
Fixed certain brushes not having any collisions on maps when the brush count is over 65k
-
•
Better reference counting for model decal materials, so they are not unloaded when the decals are still being rendered
-
•
Enable unloading of decal materials (and textures) on map shutdown
-
•
Fixed a crash with prop_vehicle_crane and map cleanups
-
•
Fixed crash when running editdemo without HLTV