What starts off as a joke soon becomes a gamemode.
I envy you :'( Did you furiously pull your cock off until your penis shot pure childrens tears?
Honestly, I can't say that much has changed besides the GUI (barely), the spawn menu and the menu... I'm sure there's going to be more in the future though.
New menu screenAdded Bone ManipulatorUpdated PHX Model PackFixed HTTP connection crashSuperDOF no longer crashes when using multicore renderingAdded Properties to ‘C Menu’Disabled physics penetration warningsChanged map icons to png imagesFixed HL1 NPCs using wrong gibsFixed HL1 grunt droppingsNow uses GWEN skinsFixed missing wade soundsFixed missing crossbow soundsAdded spawnicon build notice panelUpdated spawnicon systemSpawnmenu categories now tree based and customizableCan bind actions to ANY key (instead of only numpad)Fixed stalker modelRemoved playerinfo from sandbox (wasn’t used)SuperDOF now renders water properlySuperDOF shows percentage doneMade gravity gun sounds quieterFixed odd console print order issuesRemoved PixelRenderNew freeze/unfreeze effectsNew physgun grab effectRemoving no longer reported in the consoleAdded new consoleFixed crashing on invalid soundFixed generic constraint crashFixed motor constraint crashAdded ingame video recordingUndo's, Unfreezes and Limits no longer print to consoleMerged weld and easy weld into one toolMoved statue tool to properties menuMoved keep upright tool to properties menuFace posing now works on NPCsFixed weapons not being predicted on secondary fireSpawnicons are now resizableRemoved datastreamFixed errors with Shutdown hookAdded TextEntry:CutSelected() Added TextEntry:CopySelected() Added TextEntry:Paste() Added TextEntry:Undo() Added TextEntry:SaveUndoState()Added HTML:SetScrollbarsEnabled( b )Added HTML:SetContextMenuEnabled( b )Added HTML:SetViewSourceEnabled( b )Added HTML:GetHTMLSize()Added HTML:GetHTMLScroll()Added HTML:SetHTMLScroll( x, y )Added HTML:SetHTMLSize( w, h )Added Menu:IsInGame()Added DHTML vgui controlAdded DPanelOverlay vgui controlAdded Panel:GetChildren()Added Panel:PaintAt( x, y )Added surface.SetAlphaMultiplier( 0-1 )Added vgui.GetHoveredPanel()Added Derma Box SelectionAdded Derma Drag n DropAdded DPanelList:SetSortable( b )Added DPanelList:SetAnimTime( f )Added DPanelList:SetAnimEase( f )Added table.RemoveByValue( tbl, val )Added Panel:OnChildRemoved() callbackAdded Panel:DragHoverClick()Added DTreeNode:AddFolder( strName, strFolder, bShowFiles, strWildCard, bDontForceExpandable ) Added DTree:OnNodeSelected( node ) Added DLabelEditableAdded DPanelList:InsertBefore( before, pnl ) Added DPanelList:InsertAfter( before, pnl ) Added DDrawer controlAdded Panel:OnDeletion() hookAdded input.IsShiftDown() Added input.IsControlDown()Added Panel:Stop() (stops all animation dead) Added Panel:Queue() (adds an animation queue point) Added Panel:AnimTail() (returns system time that the last animation will stop)Added Panel:Distance( pnl )Added render.OverrideDepthEnable( benable, bdepth )Added Panel:SlideUp( f ) Added Panel:SlideDown( f )Added DTreeNode:GetName()Added Entity:RemoveAllDecals()Fixed DButton overriding DLabels SetTextColor settingsAdded Panel:HasHierarchicalFocus()Fixed surface.DrawTexturedRectUV Added IMaterial:GetColor( x, y ) (only works on png) Added ITexture:GetColor( x, y ) (only works on png) Panel paint hooks now get width + heightKeyValuesToTable corretly loads keys as numbers where appropriateRemoved PhysObject()TableToKeyValues now 162 times fasterAdded EmitSentence( strSentence, vecPos, iEnt, iChannel, fVol, iSoundLevel, iFlags, iPitch ) Added EmitSound( strSound, vecPos, iEnt, iChannel, fVol, iSoundLevel, iFlags, iPitch )GetPreferredCarryAngles gets called on all physics based entitiesAdded Panel:AddChild( strPanelClass )Added Panel:CopyBase()Added Panel:IsChild( pPanel ) Added Panel:InvalidateChildren( bRecurse ) Added DIconLayoutAdded DIconBrowserDbuttons can now be toggleAdded Button:DoDoubleClick Console commands receive ArgS variableRemoved DSysButtonAdded Material:SetMaterialUndefined Added MsgC( color, str, ... )Added gui.sGameUIVisible() Added gui.IsConsoleVisible() Added extra check in PlayerDeathAdded Panel:GetFont() Added Entity:GetNoDraw()Panel:SizeToChildren now correctly accounts for paddingAdded Label:GetTextSize Added Label:GetTextInsetAdded Panel:HasHierarchicalFocus()Added net libraryAdded widgetsAdded util.IntersectRayWithPlane( raystart, raydirnorm, planepos, planenorm ) (returns hitpos or nil)Added util.IntersectRayWithOBB( raystart, raydirnorm, obbpos, obbang, obbmin, obbmax ) (returns hitpos+normal or nil)Entity:IsOnFire is now sharedAdded Entity:FollowBone( parent, boneid )Added PlayerTick hookAdded CMoveData:KeyDown( key )Added CMoveData:KeyWasDown( key )Entities no longer have to be in a folder, can be single files (ie entities/ent_ball.lua)Fixed OnPlayerHitGround hookAdded util.DistanceToLine( vstart, vend, vpos ) (returns fdist, vpos, falong)Added Entity:SetBoneManipulator( ent )Added Entity:GetBoneManipulator()Added Entity:ManipulateBonePosition( boneid, vector )Added Entity:GetManipulateBonePosition( boneid )Added CUserCmd:RemoveKey( id )Added halo libraryAdded new render hook "PreDrawViewModel"Added render.GetSmallTex0()Added render.GetSmallTex1()Added render.GetColorModulation()Added render.GetBlend()Added render.MaterialOverride( material | nil )Added render.BlurRenderTarget( rt, sizex, sizey, passes )Removed enums folderAdded properties libraryAdded Entity hook "CalcAbsolutePosition"Added render.DepthRange( flmin, flmax )Added Entity:GetParentAttachment() (returns int)Added render.DrawLine( vec, vec, color, zbuffer ) Added render.DrawBox( vec, angle, vec, vec, color, zbuffer ) Added render.DrawWireframeBox( vec, angle, vec, vec, color, zbuffer ) Added render.DrawWireframeSphere( vec, size, int, int, color, zbuffer ) Added render.DrawSphere( vec, size, int, int, color )Added Entity:HasBoneManipulations()Added MenuSystem:RawConsoleCommand()Lua is stricter, errors moreAdded Entity:GetLocalAngularVelocity()Added Entity:SetLocalAngularVelocity( angle )Added Entity:Use( activator, caller, use_type, value )PlayerConnect hook no longer passes IP Address clientsideFixed wrong bullet collisions on SENTS with custom physics objects [verify]Added scripted_ents.Alias( from, to ) [verify]Added string.JavascriptSafe( str ) [verify]Effects can now be loaded from effects/effectname.luaAdded DMenuBarDMenu can specify whether they should be deleted when closedOverlay panels will no longer draw if hidden (!)Added menubar libraryAdded menu option checkingAdded DMenuOptionCVar Added Entity:GetMomentaryRotButtonPos( ang )Fixed security in file.FindDirEntity:SetColor now only takes a Color tableEntity:GetColor now only returns a Color tableAdded system.IsWindows()Added system.IsOSX()Added system.IsLinux()Added system.HasFocus() (windows and mac only)Added PANEL:SetTabbingDisabled( b )Added PANEL:GetTabbingDisabled()Added render.PushFlashlightMode( b )Added render.PopFlashlightMode()Added GM:FindUseEntity( ply, ent ) [verify]Entity:DrawShadow now works on players [verify]Fixed math.randomseed [verify]Entity:SetRenderBounds no longer clampedFixed UTIL_ScreenShake not working clientsideAdded Panel:GetChild( iNum )Added Player:AddVCDSequenceToGestureSlot( i, i, f, b)File.Read now takes a 3rd parameter bool. True to read in binary mode.Overlays now come from the list OverlayMaterialsAdded spawnmenu.SetActiveControlPanel( pnl )Added spawnmenu.ActiveControlPanel()Added spawnmenu.ActivateToolPanel( tabid, controlpanel )Removed global g_ActiveControlPanelAdded video.Record( table ) (returns vid object on success)