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Features

  • Added Entity.GetBoneContents
  • Added Entity.GetBoneSurfaceProp
  • Added Entity.IsNextBot
  • Added NPC.DropWeapon
  • Added game.GetAmmoTypes
  • Added game.GetAmmoData
  • Added NEXTBOT:OnTraceAttack
  • Added ENT_AI.IsJumpLegal hook
  • Added SWEP.GetNPCRestTimes
  • Added SWEP.GetNPCBurstSettings
  • Added SWEP.GetNPCBulletSpread
  • Added SWEP:CanBePickedUpByNPCs hook, which allows Citizen NPCs to pick up SWEPs from the ground
  • Added "Contents" field to TraceResult
  • Added ModelKeyValues field to util.GetModelInfo
  • base_nextbot automatically calls GM:ScaleNPCDamage
  • Allowed writing of .json files to data/ folder using file.Write
  • Added "anims" field to Entity.GetSequenceInfo, contains all AnimationIDs associated with given SequenceID
  • Added RT_SIZE_REPLAY_SCREENSHOT, RT_SIZE_LITERAL, RT_SIZE_LITERAL_PICMIP
  • Added new optional arguments to Player.DropNamedWeapon and Player.DropWeapon
  • Player.DropWeapon's first argument is now optional
  • Added the missing ACT_HL2MP_SIT_KNIFE/MELEE2 Lua enums
  • Player.SelectWeapon() can now accept Weapon entities directly
  • Added a second argument to GM:PlayerSelectSpawn, GM:PlayerSpawn and GM:PlayerInitialSpawn - transition
  • language.Add can now override strings it previously set
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Improvements

  • Replaced a bunch of internal ErrorNoHalt calls in Lua bindings to also include stack trace
  • Net message warnings now contain the net message name they belong to
  • Improved the "Warning: Tried to set missing key on Dynamic Light object" message to include stacktrace and proper newlines
  • Filled NPC animation translations for weapon_base
  • GetInternalVariable, GetSaveTable and SetSaveValue now can read and write clientside prediction table
  • GetSaveTable() now has an optional parameter to return all internal variables, not just the ones used for save system
  • Player.GetWeapons() ensures the output table is sequential
  • More errors into console when steamworks.Publish fails
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Fixed

  • Fixed crash issues with Entity.SetCycle, Entity.SetPlaybackRate and Entity.SetPoseParameter
  • Entity.TranslatePhysBoneToBone now works on entities from ClientsideRagdoll
  • Fixed Player.Say not working sometimes
  • ClientsideModels initialize their world transform matrix on creation just like entities do
  • Fixed a crash issue with Entity.SetMaterial()
  • Fixed crashing issues with Entity.GetSequenceInfo and Entity.GetAnimInfo with out of bounds IDs (returns nil instead)
  • Fixed using any NWVar functions on game.GetWorld() resetting its NWVars/GlobalNWVars
  • Fixed NPCs firing SWEPs twice a frame
  • Fixed Player.GetTable() resetting on player disconnect and before GM:EntityRemoved is ran on the player
  • Fixed Entity.SetBloodColor() not working properly with zombie and antlion blood types
  • render.Draw(Wireframe)Sphere will fallback to 24 longitude/latitude steps if we are about to crash