An update has been released! This update fixes a few regressions introduced by previous update and adds some new functionality for developers. And thanks to everyone who helped testing the update and reported bugs/problems. As usual, servers will need to be restarted. The update will be automatically downloaded when you restart your game. You can check out the full change log below: Game Changes NEW Added CNavArea.SetParent( CNavArea, type ) NEW Added CNavArea.GetParent() – returns CNavArea NEW Added CNavArea.GetParentHow() – returns NavTraverseType NEW Added CNavArea.ClearSearchLists() NEW Added CNavArea.SetTotalCost( float ) NEW Added CNavArea.AddToOpenList() NEW Added CNavArea.GetTotalCost() – returns float NEW Added CNavArea.IsOpenListEmpty() NEW Added CNavArea.PopOpenList() – returns CNavArea NEW Added CNavArea.IsBlocked() NEW Added CNavArea.IsOpen() NEW Added CNavArea.IsClosed() NEW Added CNavArea.RemoveFromClosedList() NEW Added CNavArea.UpdateOnOpenList() NEW Added CNavArea.AddToClosedList() NEW Added CNavLadder.ConnectTo( CNavArea ) NEW Added net.WriteMatrix() NEW Added net.ReadMatrix() NEW Added support for ortho views in CalcView and cam.Start NEW Added (safe) ConVar methods: SetString, SetFloat, SetInt, SetBool NEW Added CNavLadder.SetBottomArea( CNavArea ) NEW Added CNavLadder.GetBottomArea() NEW Added CNavLadder.SetTopBehindArea( CNavArea ) NEW Added CNavLadder.GetTopBehindArea() NEW Added CNavLadder.SetTopForwardArea( CNavArea ) NEW Added CNavLadder.GetTopForwardArea() NEW Added CNavLadder.SetTopLeftArea( CNavArea ) NEW Added CNavLadder.GetTopLeftArea() NEW Added CNavLadder.SetTopRightArea( CNavArea ) NEW Added CNavLadder.GetTopRightArea() NEW Added game.GetIPAddress() NEW Added game.KickID() NEW Added Player.AnimSetGestureSequence( slot, seq ) NEW Added “body” and “type” for HTTP() NEW Added PathFollower:GetAllSegments() NEW Added CNavArea.GetExtentInfo() NEW Added “AllSolid” to trace result NEW Added optional parameter to poster command to save each frame as a separate image FIX Fixed VMatrix:SetScale() scaling the 2nd/3rd rows incorrectly FIX Fixed “destination group” problem in multiplayer with npc_template_maker FIX Fixed cyclic reference detection in util.TableToJSON FIX Fixed cyclic reference detection in PrintTable FIX Fixed buffer over-read in input library FIX Fixed collision bounds having no influence on nextbot navigation FIX Fixed net.ReadType for TYPE_NIL FIX Fixed debugoverlay spamming dedicated server console to oblivion FIX Fixed a multiplayer crash issue with combine auto cannon on ep2_outland_09 FIX Possible fix for post processing shaders not working properly on Linux/OSX FIX Fixed model indices above 2048 not networking to clients properly FIX Fixed DFrame:Center when parented inside a panel not at [0, 0] UPD net.WriteType support for VMatrix UPD Catch crash condition in CBaseAnimating::TestHitboxes UPD Error/ErrorNoHalt now call menu state’s OnLuaError hook UPD Improved error handling for NextBot coroutines UPD Don’t try to load binary modules that have the same name as a base Lua module UPD Merged functionality of RunString/RunStringEx UPD Lua kick reasons can no longer be language strings UPD Home/End keys now work in Windows SRCDS consoles UPD Opening the chatbox while it is invisible/disabled no longer changes player view angles UPD Chatbox entry max char count is now correct (126) UPD TextEntry:OnTextChanged is now called after undo operation UPD -noworkshop now also prevents SteamAPI from being initialized too soon on dedicated servers UPD utf8.offset now conforms to Lua 5.3 spec UPD More friendly Steam API failure error messages ( for retrieving subscribed addons ) UPD Updated the DirectX out of date popup to allow the user to try to launch the game anyway UPD Don’t let players enter vehicles that they are a parent of (stack overflows!) UPD Limited engine.LightStyle to values that do not crash the game ( 0-63 ) UPD Stop g_blurx/g_blury shaders from increasing output brightness UPD ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts UPD Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering UPD Context menus no longer remain when their parent is focused UPD Changed scheme of ClientDLL context menus to match DMenu UPD Weapon selection via key bindings should now always work on SWEPs UPD Vector() can now take a Vector as its first argument and return a copy of that vector GitHub changes FIX Fixed DModelPanelreDrawModel scissor rect FIX Fixed HL1 sounds taking over HL2/CSS sounds UPD Check for vehicle function existence UPD Panel:IsChildHovered ‘immediate’ parameter Community Contributions UPD Optimized Panel:IsChildHovered() Continue reading...