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Features

  • Added -mountcfgfile launch parameter that allows overriding filename of cfg/mount.cfg file to be loaded as mount.cfg (for example, -mountcfgfile mount2.cfg would load cfg/mount2.cfg)
  • Added host_writeconfig_lua console command (blocked from Lua)
  • kickid supports kicking players by SteamID64
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Improvements

  • Tell the player if garrysmod.ver is read only, which could lead to inability to join servers
  • Log workshop addon mounts (count only) in console for debugging purposes
  • Micro optimization for cam.Start2D (Community Contribution)
  • Remove most of usage of deprecated CSteamAPIContext on the client
  • Apply more strict checking of invalid Lua states in CLuaObject
  • Make Lua print() and error() text colors in console the same
  • AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list
  • Add WriteTempEntities overflow warning from CS:GO
  • Do not force "rate" cvar to 100000 on start up (from 1000000), and remove archive flag from it
  • When dealing physics stress damage on characters, set inflictor and attacker if possible - will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first entity doing the stress damage
  • Truncate killfeed names to 512 bytes to prevent net message overflows
  • Register private animation events as client events too, so they call the clientside SENT hook for model animation events
  • Reject empty or near empty .gma files with a nice message
  • Bump internal render data buffer from 64k to 80k to prevent rare? crashes
  • Improve performance/memory usage of Lua mat proxies
  • Added some sanity checks around for unclosed Lua ISave/IRestore blocks
  • Prop fading changes when the fade distance is below 500, to prevent the prop looking transparent at all times
  • Draw console notify text over all other panels (with developer convar above 0)
  • Added background to text output of cl_pdump cvar
  • Update lights.rad to its up to date Half-Life 2 version with HDR and episodes support (Community Contribution)
  • Use player.iterator instead of player.GetAll in some base game functions (Community Contribution)
  • The game now ships updated copies of vpk.exe, soundsystem.dll and vtex.exe
  • Reduced OBS_MODE_DEATHCAM interpolation time from 3 seconds to 1 second
  • More strict shader loading file whitelist (Requiring to be in shaders/fxc/ rather than shaders/)
  • Try to provide some useful info to "hit surface has no samples" warning
  • Increased MAX_NODES (Max AI nodes on a map) from 4096 to 8192
  • Only allow sound precache on level transitions/game load - this should help with sound precache overflows in single player games while still not breaking engine saves and level transitions
  • Added description to sv_sticktoground console variable
  • Changed description of bot_zombie console variable to explain what it does
  • Unhide *.ain (AI Nodes) loading errors (previously required developer 1), make them warnings
  • Moved map.pack to cache/map_pack.bsp
  • Updated "AI node graph is out of date" warning to include version number
  • Hide "Soundscape: <name>" message if soundscape_debug convar is 0
  • Disable sv_parallel_sendsnapshot by default - apparently still causes random unreproducible crashes that need solving first
  • Disable mouse3/4/5 input on DAdjustableModelPanel (Community Contribution)
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Fixed

  • Fixed a case where voice chat would cease to work if voice_enable is set to 0 and back to 1
  • Fixed clientside errors happening before LevelInit not being sent to the server
  • Fixed commas in AddOutput map IO input causing the input text to be truncated (Now uses the special ESC symbol internally, like Hammer VMFs do)
  • Automatically delay HTTP calls until SteamHTTP is ready (for dedicated servers)
  • Queue lua_error_url messages until SteamHTTP is available (for dedicated servers)
  • Do not render drag'n'drop overlay for engine panels when UI mouse input is not active
  • Fixed ragdoll boogie (flopping around due to being touched my mega gravity gun) happening from +USE pickups/throws through Lua
  • Prevent crashes when trying to write too much data into a small texture
  • Fixed an infinite loop in weapon selection HUD with certain weapon names
  • Fixed mat_luxels 1 producing unusable results
  • Fixed a crash issue with close caption HUD
  • Fixed crashes to do with PCF loading due to weird formats
  • Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL
  • Fixed crashes with point_worldtext during saving
  • Fixed particle related crashes when attached to an entity
  • Improvements for >2GB file support on non-Windows OSes
  • Prevent ToGL crashes on Linux when encountering a debugger break
  • Implemented cubemap seam/edge blending for HDR cubemaps
  • Added some sanity checks when loading VTF files and possibly running out of memory
  • Fixed HTLV clients getting kicked for reliable snapshot overflow in certain cases
  • Fixed some more minor memory leaks (from TF2 SDK)
  • Clean up g_SBoxObjects table in Sandbox gamemode when entities get deleted, to prevent potential memory leak
  • Fixed Player:GetCount not updating on entity delete (undo) after rejoin
  • Fixed a crash when using -hijack command line parameter
  • Fixed env_fog_controller.SetColorHDR map input not working
  • Fixed a NPE crash with CLuaInterface::IsType that can only happen with binary modules
  • More accurate water level for props, so props half submerged are no longer considered fully submerged
  • Fixed a crash when reloading materials
  • Fixed version console command not having proper Steam Beta branch value
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Removed

  • Removed Novint Haptics Device integration
  • Remove voice_modenable in favor of voice_enable. There's no reason to have both, it only creates confusion.
  • Removed unused console variables that did nothing to prevent confusing players: r_fastzrejectdisp, mat_shadowstate, mat_maxframelatency, mp_usehwmvcds, mp_usehwmmodels, r_threaded_client_shadow_manager, r_threaded_renderables, r_decal_cullsize, r_drawopaquestaticpropslast, r_threaded_renderables, snd_mix_async, mat_parallaxmap, mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs, mat_disablehwmorph, sv_contact, sv_consistency, joy_yawsensitivity_default, joy_pitchsensitivity_default, option_duck_method_default, sv_stickysprint_default, mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack, mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal, mp_forcerespawn, mp_fraglimit, cl_burninggibs, r_propsmaxdist, cl_first_person_uses_world_model, mat_max_worldmesh_vertices, showparticlecounts, cl_team, cl_class, cl_SetupAllBones, cl_forcepreload, hud_centerid, hud_showtargetid
  • Removed -preload launch parameter
  • Delete replay.dll/replay.so which are unused