E2: E2: added ->Input for determining if a wire is connected
[AdvPod] The "Crosshairs" input is now much easier to handle. You simply wire 1 to it to activate the crosshairs and 0 to deactivate them. The setting also applies to future users of your pod now.
[E2] hologram.lua: Added ConVar wire_holograms_spawn_amount (dictates how many you can spawn per second without burst); ConVar wire_holograms_burst_amount (dictates how many you can spawn per burst); ConVar wire_holograms_burst_delay (dictates how long until next burst);

Additional Note: Screwed up on the last commit, it was for the same thing.
[WireLib] Now triggering an input AFTER unwiring it, not before doing so. This should solve problems with E2's "->" operator and will also allow unwiring an address bus/cpu/other memory devices.
[E2] weapon.lua: Added E:weapon(S) which gets a player's weapon by its class name.
[E2] core.lua: cleanup
[base_wire_entity] cl_init.lua: Changed ENT.RenderGroup to RENDERGROUP_OPAQUE. This might cause problems but i'm confident that it'll solve more problems than it creates. Optimized drawing code.
[GPULib] Made it possible to add specify a zoffset parameter for GPU:RenderToWorld. When calling GPU:Finalize(), a GPU's reference to its rendertarget is now removed. This should prevent wrong usage from messing up GPULib.
[Graphics Tablet] Gave Graphics tablets without a background a zoffset of 0.1, so the crosshair is visible on other screens. Clipped the cursor to the screen space.
[Gates] WireGates.lua: cleanup
[Gates] init.lua: Optimized ReadCell/WriteCell code. E2 should now be able to detect whether a gate has hi-speed capabilities.
[CD Lock] [Vehicle Controller] No longer creating inputs with Wire_CreateOutputs. This should make them work with wire_improved.
[wire_improved] The weapon selection menu now has precedence over the tool's binds.
[E2] xwl:writeString now supports \n newlines.
[wire_improved] The last input/output you selected on an entity is selected again if you use the tool on that entity again. The stored input/output names are discarded when the tool is holstered.
[wire_improved] Added some code orientation markers.
[E2] bone.lua: Added debugger formatter for the bone data type.
[wire_improved] Fixed errors when mousing over an entity with no inputs in stage 0 or no outputs in the other stages.
[wire_improved] Reversed logic from haswl to createwl in DrawPortBox. Added checks for non-wire entities.
[wire_improved]
- Now falling back to smaller font sizes if the port list wont fit the screen. It now supports up to 86 inputs at 1152x864. That should do for most people :)
- Optimized some stuff.
[Screen] Registering fonts when registering the entity instead of when the first screen is spawned.
[wire_improved]
Fixed a glitch in the weapon selection menu detection.
Removed Trebuchet18 from the font list, as it has the same height as Trebuchet18.
Added several smaller fonts between Trebuchet19 and HudSelectionText.
[E2] \n newlines now works for console screen when using xwl:writeString
[wire_umsg] All users of wire_umsg should now use self.umsg.Char or WireLib.wire_umsg.Char instead of umsg.Char (including umsg.End()!). This allows easy transition to an unlimited length umsg system I'm planning.
[Panel] [Text Screen] Using self.umsg.* now
[GPU] cl_init.lua: Avoided shadowing a library with a local.
[GPULib] Made it a shared library and added GPULib Switcher's core to it.
[GPULib Switcher] Added a GPULib controller, which shows information about a GPULib screen and allows switching target screens through wires. Spawn by left-clicking the GPULib screen and then right-clicking where you want the controller.
[E2] hologram.lua: cleanup
[wire_improved] Fixed the wire-to-entity feature.