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Features

  • Build vbspinfo.exe (now shipped with the game)
  • Added sv_maxunlag convar
  • Added sv_log_client_errors (defaults to 1) - Allows disabling logging of them to a file
  • Added sv_npc_full_pvs_checks (Default to 1) - Fixes some NPCs flicking in multiplayer with more than 1 player on the server
  • Added host_workshop_autoupdate (defaults to 1) - Set to 0 to disable dedicated server workshop auto updates
  • Added new shader parameters to Core shader - $EntityOrigin, $Diameter
  • Added $BASETEXTURESPEED, $BASETEXTURE2SPEED, $BASETEXTURE3SPEED for VolumeClouds shader
  • Added -disablehttp command line parameter
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Improvements

  • Increase default value of budget_panel_height to 800
  • Allow prop_vehicle_crane to receive damage events when player hitbox is not hit
  • Some minor memory usage optimizations
  • Added convar descriptions to many default Lua-defined convars
  • Hide mod_load_*_async convars - They are linked to a game hang when enabled, and they are disabled by default anyway
  • Reset ammo types on map shutdown as well, so they are gone by the time another map is loaded
  • Move some hardcoded values of weapon_fists to SWEP.* variables
  • Default cl_detail_allow_vertex_lighting to 1
  • Added "resource/overviews/*.txt" to BSP whitelist
  • Ignore \n, \r and \t in player names
  • Optimized skypaint matproxy (Community Contribution)
  • Reworked Portal Rocket Turret targeting to make the SetTarget input work
  • Do not prevent C_BaseAnimating entities from rendering if sequence is set to -1
  • Do not run animations on prop_prisoner_pod if its empty, to potentially save on network bandwidth
  • Allowed custom (private) activity IDs on client to be registered on model load
  • Restored "permanent failure" check on SRCDS steam logon failure - Basically will login anonymously if provided GLST is invalid
  • Block more URLs that crash Awesomium - .mov, .mp4 - This is not ideal, but there isn't a better way
  • Micro optimizations with weapon_base & GM:DrawDeathNotice (Community Contribution)
  • Print games that are mounted to console (like folder addons) with developer 1
  • Improve consistency of trace surfaceID returns clientside - this only relates to usages of shadow PhysicsObjects
  • vcollide_wireframe - draw the actual physics object clientside if it exists
  • Prop gibs inherit model scale of scaled props
  • Improved scaled physics prop trace hit detection when the prop is scaled only from the server
  • Reworked game_text rendering clientside to allow for 256 channels at the same time (from 6)
  • Merge scripts/talker/* with episodes, re-enabling certain NPC behaviors, such as Alyx darkness prank
  • Gravity Gun no longer deletes Physics Objects it didn't create
  • Hammer support for sent_ball - To serve as another example of Lua entity in Hammer
  • debug_dump: Separate Lua and non-Lua cvars
  • Add more info to "gamemode is not a table" error/crash
  • Updated map icon for ep2_outland_06a to actually represent what it is
  • Half-Life 2 map categories are done strictly by name, so modded versions of those maps do not unexpectedly end up in the Half-Life 2 categories
  • Limited m_customaccel_max and m_customaccel_exponent to sane values
  • Unhide sv_stressbots and make it a cheat
  • Reduced max allowed voice packets per frame to 48 (from 64)
  • Include map name in map related disconnect messages
  • Kick players who send impossible voice packet sizes (<= 1 byte, above 2k)
  • Added sv_signon_dos_disconnect from CS:GO - mitigates a DOS exploit
  • Experimental: Do not close srcds on model precache overflow, just use error model
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Fixed

  • Fixed a longstanding crash with CSoundPatch usage
  • Fixed a crash on exit to do with panels
  • Fixed a crash with gameui_show_dialog and remove the console command
  • Potential crash fixes to do with traces
  • Fixed a crash due to missing attacker in player take damage hook
  • Fixed a crash related to static props on map load for certain maps
  • Fixed some crashes with DSPs
  • Fixes towards crashes with poster command and insane size values
  • Fixed crashes with huge font blur values
  • Fixed a crash when an NPC sees more than 255 enemies
  • Fixed a self-crash with +vgui_drawtree
  • Fixed a crash with multicore rendering and logging
  • Properly handle mounted addons disappearing (unmounted) - This fixes a crash with BASS.DLL trying to play addon files that are no longer there
  • Fixed a crash to do with static props when they change models - i.e. when a static prop goes from error.mdl to a more complex one
  • Move various crash fixes & security improvements
  • Restored "gamemenucommand RestartWithNewLanguage"
  • Fixed a warning about "Invalid texture id -1" on disconnect
  • Fixed env_blood color setting, and add new colors, as well as fixed missing textures for some settings and restored hidden settings
  • Fixed certain detail props not rendering on maps with more than 65k of them
  • Prevent ent_create player to avoid issues from doing so
  • Fixed a memory leak with serverlist.Query
  • Implemented a workaround for animation event IDs on listen servers being set to "invalid" values (client vs server conflicts)
  • Fixed Portal 2 .wav files that are actually .mp3s not playing
  • Fixed trackspeed only working after ReturnToEyes input (point_viewcontrol)
  • Fixed env_screenoverlay SwitchOverlay input forcing overlays on when the entity is disabled
  • Fixed env_zoom not working sometimes, and not undoing itself on removal
  • Fixed scaled props scaling collision bounds twice
  • Fixed clicking a TextEntry sometimes setting invalid caret position
  • Fixed crashes when point_template is used improperly
  • Fixed logic_collision_pair not working at all when spawned by map
  • Fixed crashes when certain models are spawning generic gib types that do not come with GMod
  • Fixed a bunch of possible crashes with Vehicles pre Entity:Spawn()
  • Fixed whereis concommand sometimes not finding the certain workshop addons (server exclusive .GMA addons)
  • Fixed unmounting GMAs leaving behind empty folders internally
  • Fixed division by 0 when parsing MP3 files on Linux
  • Resolved case sensitivity issues with lua_refresh_file
  • Fixed materials with matproxies sometimes getting permanent artificial refcount
  • Resolved model materials going into negative refcounts - This is a specific case where error models are "hotloaded" into non error models
  • Fixed sprites causing material refcounts going negative - Similar case to models where sprite materials become available after precaching as error
  • Fixed Lua particles leaking material refcount - This is fixed by precaching the material just before it is used
  • Do not precache particle materials on the server (game.AddParticles) - Allows particle materials to reach 0 refcount on disconnect from singleplayer, and also makes no sense to precache particle materials serverside anyway
  • Clean up rope materials on disconnect, not game shutdown - Allows rope materials to reach 0 refcounts
  • Fixed intro screen material not being freed
  • Fixed __error material getting an extra forever refcount on game launch
  • Fixed __loading and __background getting forever refcounts, preventing them from being freed
  • Fixed certain sprites (such as physgun beam) being forever referenced if drawn
  • Fixed NPCs spawning sprites sometimes causing artificial refs on the material
  • Fixed another case where particle materials would end up with artificial refcount
  • Free existing/previous font textures/materials on disconnect
  • Fixed NPC death animation blending (Community Contribution)
  • Fixed NPC death poses (Thanks MapBase)
  • Fixed legacy workshop addons sometimes not extracting correctly - This would happen on download, potentially after messing about with Steam files
  • Prevent NPCs complaining about sequence -1 when trying to move, but the NPC model has no correct movement sequence
  • Fixed NPCs and players complaining about bone access when creating death ragdolls
  • Corrected string representations of some CLASS_ enums
  • Fixed a crash to do with soundscapes after map cleanup
  • Rework how movement is disabled when player is dead with movetype_walk, so gravity/velocity, etc. is still applied
  • Fixed nextbot deaths counting twice for npc_maker
  • Fixed flex bone drivers in-game - Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
  • Fixed player angles serverside while in vehicle not matching client
  • Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence
  • Fixed crashes when getting name of invalid ammo type
  • Fixed "Unknown language" in TextArea right click for certain languages, now will try to get correct name from Windows.
  • RichText uses localized string for "Copy" in context menu, fixing extra "&" being present in Lua created version of the panel
  • Fixed Text Entry Copy/Cut context menu buttons not being disabled when they should be
  • Fixed a whole bunch of potential crashes with NPCs in multiplayer when there are no players on the server
  • Fixed crash with trigger_weapon_strip when a non NPC/Player entity enters it
  • Fixed crashes with npc_portal_turret_floor
  • Prevent stack overflow crashes with InvalidateLayout( true ) from PerformLayout
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Removed

  • Removed mat_stub convar
  • Removed full paths from "Adding Filesystem Addon" console messages
  • Removed -textmode