- added gstring projects (client, server, shaders)
- added default lightmapped-/vertexlit-/unlitgeneric shaders to shader dll
- switched output dirs to point to GSTRINGGAME
- made shadercompiler be referenced through GSTRINGBASE
- began porting gstring code from 2006 build
- began adding post processing effects back from 2006 build
- fixed lens flare effect
- fixed hud render passes ignoring all but last pass
- reimplemented nightvision illumination
- converted ps20 shaders to ps20b only
Re-enabled camera effect from Quake.
- fixed lensflare not fading out with env_lightglow
- added view bob back from 2006
- updated shader editor stuff to use fancy new materialvar query for ppe
- disabled hud hints for keys
- enabled viewmodel lag
- made weapon lower when sprinting
- made flashlight and NV use same impulse
- gstring_globals can be used to disabled flashlight and NV or enable either of those
- attached flashlight to VM
- added projected texture based muzzle flash
- reduced flashlight strength
- made viewbob also affect yaw
- made rollangle slower
- Changed shadow filter for NVIDIA GPUs (now it's using 5x5 gaussian blur).
- fixed 5x5 nvidia gaussian filter
- enabled sm30 for vertexlit/skin,lightmapped without requiring fastvertextextures
- added a hack to fix vgui layout bug with menu panel after screen resize
- added short shader compile script to quickly test shared changes only in a few shaders
- made details sprites light up when illuminated by flashlight
- re-implemented rain and wind adjustments from 2006 build
- added cvar to draw detailsprites after other translucents
- added bob model class which is used to calc view bob derived from viewmodel animations
- disabled view bob model while holding props
- added hurt/health fx
- added hack to fix projected texture shadows on decals (apparently the engine fails to set the depth texture while drawing the flashlight pass on decals)
- added first-person body model
- added hack to recreate shadow of first person body (because client-side entities are buggy shiz)
- changed firstperson body model to group02/female4