- Added postprocess_controller entity from later versions of Source
- Added env_dof_controller entity from later versions of Source
- Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK
- Fixed auto-breaking game_text/choreo text not null terminating
- Fixed console groups showing up at the wrong developer levels
- Added more mesages to console groups, including a new "NPC AI" console group
- Fixed typos and added elaboration in various cvars, console messages, etc.
- Fixed npc_metropolice not using frag grenades correctly when allowed to use them
- Fixed npc_metropolice not registering stitching squad slots in AI
- Fixed SetModel input late precache warning
- Fixed env_global_light angles resetting upon loading a save
- Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak
- Allowed VScript functions which return null strings to actually return null instead of empty strings
- Added VScript member variable documentation
- Fixed VScript documentation lines sometimes mixing together
- Fixed VScript singletons having a ! at the beginning of descriptions
- Added Color struct to VScript and allowed color-related inputs to use it
- Added more VScript functions for weapons, ammo, ragdolling, and response contexts
- Added GameRules singleton for VScript
- Exposed AI interaction system to VScript
- Recovered some lost documentation from older revisions of the Mapbase wiki
- Added a way to get the current game's load type in VScript
- Fixed Precache/SpawnEntityFromTable not accounting for a few important field types
- Added VScript functions for getting a player's eye vectors
- Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing
- Changed the way metrocops deploy their manhacks so they could use their manhack death response properly
- Fixed "Use Server" keyvalue on game_convar_mod not working
- Adjusted CAI_Expresser in VScript
- Exposed CAmmoDef to VScript and changed ammo type functions accordingly
- Added TakeHealth and IsAlive to CBaseEntity
- Added $treeSway
- Added several inputs to control env_wind keyvalues + a new $treeSway scale keyvalue
- Added "Expanded name fixup" keyvalue to point_template which allows name fixup to fix up output parameters
- Fixed the rope on rappelling NPCs causing graphical issues
- Fixed prop_vehicle_prisoner_pod missing "EnterVehicle", "EnterVehicleImmediate", and "ExitVehicle" inputs
- Fixed hostile citizens not damaging player
- Fixed an uncommon npc_metropolice crash from when it's not in a squad
- Made SetTarget input update target handling on NPCs
- Changed ammo type functions to be more organized, added AmmoDef singleton
- Added more precache functions
- Added various misc. entity functions, like GetAllWeapons or AddOutput
- Added more utility functions
- Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
- Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
- Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
- Added OnSoundFinished output to ambient_generic
- Added the ability to use custom models/nuggets with item_grubnugget
- Fixed a crash with citizen medics healing nonexistent targets
- Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
- Added keyvalue and input to env_microphone for utilizing a different audio channel
- Added "SetPitchScale" input to env_microphone
- Fixed info_player_view_proxy not using angles
- Fixed dirt variant elite model not being recognized as elite
- Made headcrab hints properly register the start of use (for hint outputs)
- Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
- Added spawnflag for func_breakable_surf to correctly play the break sound
- Added keyvalue for using cheaper warn sound code for combine_mines
- Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
- Added signal gesture activities
- Fixed stunstick not using metrocop knockout/stun code correctly
- Fixed a possible crash involving a NPC's weapon being removed during alt-fire
- Fixed(?) flashlight shadow filters
- Added support for multiple look entities in trigger_look
- Added npc_metropolice alt-firing
- Fixed npc_metropolice using pistol burst firing on weapon_357
- Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
- Fixed npc_metropolice not recognizing some crouch activities correctly
- Changed weapon_357 so it runs a tracer each shot from NPCs
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
- Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
- Made game_convar_mod much more reliable
- Fixed non-mirrored npc_turret_lab refusing to die
- Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
- Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
- Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
- Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
- Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
- Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
- Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
- Other misc. fixes