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Features

  • Added "distance to camera" button for func_areaportalwindow's FadeStartDist/FadeDist keyvalues in Hammer Editor
  • Added GMod specific mapping key values to more entities such as prop_door_rotating, func_brush in Hammer Editor
  • You can now use Middle Mouse Click to pan 2D views in Hammer Editor
  • Added func_detail_blocker support
  • Added support for -allowdynamicpropsasstatic to vbsp.exe
  • studiomdl.exe now can handle infinite bodygroups instead of just 32
  • Lua cache of the client gets reset on disconnect
  • Added fallback textures for "painted" skybox to prevent console warnings and allow cubemaps to be built with the "painted" skybox
  • Added SetMaxLookDistance (float) input to all NPCs (It's also added to the .fgd)
  • Added Half-Life: Source ammo types and their Console Variables
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Improvements

  • Unsupported staticproplump versions will now exit the game with a neat-ish message
  • Added support for staticproplump v11 including scale (visually only), makes the CS:GO battle royale map work
  • Translated shaders "lightmapped_4wayblend" to "LightmappedGeneric" and "grass" to "UnlitGeneric"
  • Restored activator filter func_door functionality from Half-Life: Source
  • Removed leftover debug output from Remove property
  • Half-Life: Source Human Grunts no longer spam console about forming squads
  • Automatically switch the default detailsprites material for an Half-Life 2: Episode 2 one if the map appears to have Episode 2 detail sprites
  • Prevented Sandbox spawning console commands from generating errors when entered into Dedicated Server console
  • Added default value for gordon_precriminal criteria so citizens won't greet the player if they're not a criminal
  • Increased limits:
  • * MAX_MAP_ENTITIES - 8192 to 20480
  • * MAX_MAP_AREAS - 256 to 1024
  • * MAX_MAP_BRUSHES - 8192 to 16384
  • * MAX_NODES - 1500 to 4096
  • * Displacements - 2048 to 5500
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Fixed

  • env_wind can no longer freeze the server when improperly configured
  • Fixed prediction errors when noclipping and changing underwater state
  • Client precipitation never tries to bind a NULL material causing console spam
  • Added GameData key to gameinfo.txt, fixing instances in vbsp.exe and reducing unnecessary output
  • Clientside Lua files are no longer rehashed multiple times during loading
  • Applied a fix for custom detail/detailsprites textures with different aspect ratios from the default one from Valve Developer Community
  • Console command "fogui" no longer overrides console variables on game start causing inconsistencies with the fog and farz between different clients