Garry's Mod Logo
add_circle

Features

  • •
    Added IGModAudioChannel.GetPan
  • •
    Added IGModAudioChannel.SetPan
  • •
    Added IMesh.IsValid
  • •
    Added PANEL:TestHover( x, y ) hook
  • •
    Added SentenceDuration( name )
  • •
    Added IGModAudioChannel.GetTagsHTTP()
  • •
    Added IGModAudioChannel.GetTagsVendor()
  • •
    Added IGModAudioChannel.GetTagsOGG()
  • •
    Added IGModAudioChannel.GetTagsMeta()
  • •
    Added IGModAudioChannel.GetTagsID3()
  • •
    Added GM:OnScreenSizeChanged hook
  • •
    Added GetPredictionPlayer()
  • •
    Added effects.BeamRingPoint
  • •
    Added effects.BubbleTrail
  • •
    Added effects.Bubbles
  • •
    Added util.Base64Decode
  • •
    Added input.TranslateAlias( str )
  • •
    "gmod_language" is now passed to loading screens
  • •
    New members for PhysicsCollide hooks - OurSurfaceProps, TheirSurfaceProps, HitSpeed, OurNewVelocity, TheirNewVelocity, OurOldAngularVelocity, TheirOldAngularVelocity
  • •
    Added 5th argument to SWEP:FireAnimationEvent - source entity, which will be the viewmodel entity on client and the weapon itself on server
  • •
    search.GetResults now has a 3rd optional argument - maximum results to return
  • •
    notification.AddProgress now has an optional 3rd argument - fraction - 0 to 1 value overriding the progress bar animation to show a desired value
  • •
    Added Panel:SetTooltipPanelOverride
  • •
    Added Entity.IsSequenceFinished()
  • •
    Added effects.GetList() (Community Contribution)
  • •
    Added BASSCHANNEL:Set3DEnabled()
  • •
    Added BASSCHANNEL:Get3DEnabled()
  • •
    Entity.PlayScene now has a second return value - the scene entity, removing which will stop stopping the scene
arrow_circle_up

Improvements

  • •
    Entity.SetPhysicsAttacker works on more entities now, such as "anim" type SENTs and vehicles
  • •
    ENT:TestCollision now reacts to "true" return value - allows the entity to collide as it normally would
  • •
    Use floats for LuaParticle start/end sizes, fixing extremely small particle sizes not working (<1)
  • •
    Adjusted visuals for notification.AddProgress and made them truly infinite
  • •
    Entity.GetSequenceMovement() cycle arguments are now optional and default to start=0, and end=1
  • •
    game.AddAmmoType() no longer fails silently if given bad ammo type name, and the ammo type name is no longer case sensitive (Community Contribution)
  • •
    steamworks.FileInfo's fileid is 0 instead of internal InvalidID value for SteamUGC items
handyman

Fixed

  • •
    Fixed net.Start's ErrorNoHalt crashing the game
  • •
    Fixed Player.GetEyeTraceNoCursor caching & switched Player.GetEyeTrace(NoCursor) to use FrameNumber() over CurTime() (Community Contribution)
  • •
    Derma Skin PaintShadow & PaintFrame no longer uses global SKIN and uses self instead (Community Contribution)
  • •
    Entity.GetSequenceInfo now try to fill the activity field in case the model it is used on didn't use the ACT_ stuff yet
  • •
    Negative playback rate now properly affects viewmodels
  • •
    util.IsValidModel no longer returns false for precached clientside only dynamic models
  • •
    ents.CreateClientProp's entity properly initializes its world matrix on creation
  • •
    ents.CreateClientProp automatically precaches the model it is given
  • •
    Calling ents.CreateClientProp with a model with no physics or no model and setting it later will no longer bail mid initialization and cause problems such as the prop not receiving projected textures, etc
  • •
    Constraint library minor improvements and fixes
  • •
    Entity.Remove() no longer sets FSOLID_NOT_SOLID while in a Physics callback, potentially causing crashing issues