General:
* Upgraded Steamworks SDK to v1.29 * Fixed mod compatibility problem with Multiplayer Base that was introduced in September. * In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid. Virtual Reality: * Mods that support virtual reality now need to have a line in gameinfo.txt that says “supportsvr 1”. This indicates to gameui and engine that certain UI should be enabled. * VR-enabled mods will now start up in VR mode when launched from Steam’s VR mode. Windows: * Upgraded to Visual Studio 2013. If you need to build projects for VS 2010, add /2010 to your VPC command line. OSX: * Upgraded to XCode 5.
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@@ -3687,6 +3687,8 @@ void C_BaseAnimating::FireEvent( const Vector& origin, const QAngle& angles, int
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if ( token )
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{
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const char* mtoken = ModifyEventParticles( token );
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if ( !mtoken || mtoken[0] == '\0' )
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return;
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Q_strncpy( szParticleEffect, mtoken, sizeof(szParticleEffect) );
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}
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@@ -5298,8 +5300,8 @@ void C_BaseAnimating::ResetSequenceInfo( void )
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m_bSequenceFinished = false;
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m_flLastEventCheck = 0;
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m_nNewSequenceParity = ( ++m_nNewSequenceParity ) & EF_PARITY_MASK;
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m_nResetEventsParity = ( ++m_nResetEventsParity ) & EF_PARITY_MASK;
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m_nNewSequenceParity = ( m_nNewSequenceParity + 1 ) & EF_PARITY_MASK;
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m_nResetEventsParity = ( m_nResetEventsParity + 1 ) & EF_PARITY_MASK;
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// FIXME: why is this called here? Nothing should have changed to make this nessesary
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SetEventIndexForSequence( pStudioHdr->pSeqdesc( GetSequence() ) );
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