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Changes

What’s changed in Garry's Mod in each patch.

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Features

  • Added `-noconclr` launch parameter to disable dedicated server console colors
  • Added some new entities to Hammer (FGD) that were missed from the main update
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Improvements

  • Made zoom_sensitivity_ratio save across sessions
  • Made PLAYER:AddCleanup server only (Community Contribution)
  • Micro optimization for how C++ retrieves entities from Lua
  • ContentIcon.Copy & SpawnIcon.Copy also copies the tooltip
handyman

Fixed

  • Fixed bone manipulations not working clientside if ever set serverside on the same entity (Regression)
  • Fixed regression with TTT team colors while spectating
  • Fixed a regressive server crash to do with keyvalues
  • Fixed some small memory leaks in dedicated server workshop handling
  • Partially implemented missing mat_ambient_light convars used by one of the newly added entities
  • Fixed Half-Life: Source shotgun right click pump sounds desync
  • Fixed ELF_KEEP_ON_RECREATE_ENTITIES sharing value with another flag, resulting in unexpected behavior
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Features

  • Added PhysObj:GetIndex
  • Added NPC:SetFOV, NPC:GetFOV (in degrees), NPC:IsInViewCone ( vector/entity )
  • Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags (Community Contribution)
  • Added MAX_EDICT_BITS global enum
  • Added NPC:GetLastPosition
  • Added NPC:GetMoveDelay
  • Added NPC:SetMoveDelay
  • Added physenv.GetPhysicsPaused
  • Added physenv.SetPhysicsPaused
  • Added ENTITY:TranslateNavGoal
  • Added sound.SetActorGender
  • Added viewid to render.GetViewSetup, can be used to detect water rendering passes
  • Added ENTITY:DoImpactEffect for ai and nextbot SENTs
  • Added CTakeDamageInfo:GetWeapon and CTakeDamageInfo:SetWeapon
  • Added Entity:Alive
  • Added math.IsNearlyEqual
  • Added HWBToColor (Community Contribution)
  • Added COLOR:ToHWB (Community Contribution)
  • Added COLOR:GetHue, COLOR:SetHue, COLOR:AddHue (Community Contribution)
  • Added COLOR:GetSaturation, COLOR:SetSaturation, COLOR:AddSaturation (Community Contribution)
  • Added COLOR:GetBrightness, COLOR:SetBrightness, COLOR:AddBrightness (Community Contribution)
  • Added COLOR:GetLightness, COLOR:SetLightness, COLOR:AddLightness (Community Contribution)
  • Added COLOR:GetWhiteness, COLOR:SetWhiteness, COLOR:AddWhiteness (Community Contribution)
  • Added COLOR:GetBlackness, COLOR:SetBlackness, COLOR:AddBlackness (Community Contribution)
  • Added 2nd argument to CompileFile - showError
  • Added util.RemoveDecalsAt
  • Added Player:ExitLadder
  • Added "owner" argument to WEAPON:OnDrop
  • Allow NPC list (list.Set) to set Author property (displayed in spawnmenu on hover tooltip)
  • Added drawviewer field to render.RenderView
  • Added ability to ship custom shaders in Workshop addons
  • Added NPC:GetHeadDirection and NPC:GetEyeDirection
  • Added Entity:SetNetworkVarsFromMapInput as a helper and a sister function to Entity:SetNetworkKeyValue
  • Added SANDBOX:SpawnmenuIconMenuOpen
  • ENT.Information support for tooltips in NPC spawn icons
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Improvements

  • Display a non halting error when teamID in Player:SetTeam would not network correctly
  • GM:ClientSignOnStateChanged is no longer called for HLTV clients
  • util.IsValidModel uses meshcount to determine useless models, instead of hardcoded path substrings, which is error prone
  • Do not IsValid the ident in hook.Add & hook.Remove - The check was added solely to print an error for invalid input types, but NULL entity is still an entity
  • Make Entity:IsOnFire return false instead of nil for non animated entities
  • Entity:FollowBone doesn't check the boneID argument if given a NULL entity, or no arguments at all
  • Cache gamemode table for gamemode.Call and hook.Run (Community Contribution)
  • engine.CloseServer now returns true if quit command was issued, also fixed it not working immediately on server start up
  • COLOR:SetUnpacked now type checks its inputs
  • Made certain Lua errors thrown from Lua-defined functions produce more useful stack traces
  • game.CleanUpMap deletes C_Hairball
  • Make file.Write and file.Append return success of file.Open used internally (Community Contribution)
  • Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring their return value has the Color metatable (Community Contribution)
  • Allow comments and trailing commas in JSON parsing
  • Made util.TableToJSON output whole numbers without decimal point when encountering such whole Lua numbers
  • Made Player:LimitHit serverside only (it would error clientside)
  • Made file.Read return nil on failure instead of no value
  • HTTP calls the fail callback with -disablehttp
handyman

Fixed

  • Fixed not being able to StopSound generated sounds
  • Fixed clientside only entities being considered map created by Entity:CreatedByMap
  • Fixed DAdjustableModelPanel spazzing out when main menu is open (by ignoring mouse input)
  • gmsave.SaveMap now respects Entity.DoNotDuplicate fully
  • Improve JSON function compliance with the JSON specification
  • * util.TableToJSON - math.huge keys now become "Infinity" instead of "inf"
  • * util.JSONToTable - Handle nil in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument
  • Fixed DButton:SetConsoleCommand not accepting vararg (Community Contribution)
  • Fixed DTextEntry autocomplete menu not inheriting text entry's skin
  • Fixed GM:NeedsDepthPass causing NPCs to not render, and fixed it rendering ropes twice
  • Try to mitigate util.TableToJSON leaving junk behind on failure
  • Fixed ai.GetSquadMemberCount returning nothing if there is no squad with given name. Now returns 0.
  • Fixed team.GetColor retuning non copied default color for invalid team IDs
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Removed

  • Removed last 3 parameters of engine.WriteSave which are now handled in-engine automatically
  • Added timedemo and related console variables/console commands to blocked console command list
  • Blocked the "showconsole" console command, and the tv_record console command clientside
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Features

  • Added Portal 2 Coop player spawn points
  • Added all missing Portal 2 map icons
  • Added visual placeholder entities for Portal 2 excursion funnel, Wheatley boss and npc_personality_core
  • Added Hacked and Harmless Rollermine variants to spawnmenu
  • Added Enemy Rebel NPC to the spawnmenu - This NPC is intended as an example for modders to have humanoid NPC reskins not produce combine noises
  • Added ability to copy Sandbox tool class names via right click context menu (Community Contribution)
  • Added new Bloom preset
  • Added mounting support for Klaus Veen's Treason at the request of its developer
  • Added mp_weaponrespawn
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Improvements

  • Bumped default value of sbox_maxconstraints to 2000 to account for larger dupes/saves
  • Made Sniper kills in "Alyx as sniper" sections in Half-Life 2 episodes appear as Alyx in the kill feed
  • Fixed mass-adjusted punt forces being applied to Mega Gravity Gun
  • Fixed Gravity Gun launching things too far due to a previous fix for spin_none physics interaction
  • Removed cheat flag from cl_wpn_sway_scale
  • Added a Player Model Selector button to spawnmenu
  • Added an ever increasing counter to poster file names to avoid name collisions
  • Allowed closecaptions in multiplayer with the closecaption console variable set to 1 (closecaption_mp for dedicated servers)
  • Updated Portal turret relationships to certain NPCs
  • Main menu news panel now has rounded corners to match the rest of the main menu styles (Community Contribution)
  • Do not penalize full servers in the ranking (Community Contribution)
  • Do not display effect rings with Gravity Gun equipped (Community Contribution)
  • Adjusted Sandbox weapon, NPC icons, etc. to scroll text if it is too long, for cases where translations take too much space
  • Replaced "::" buttons with proper icons in Spawnmenu drawers and other places
  • Spawnmenu drawers scale the category list - so that when the drawers are open, the bottom categories are not hidden behind the drawer (NPCs and Spawnlists tabs)
  • Loading screen gets map information faster when hosting a game
  • Update/render loading screen when running stringtable callbacks, which would normally freeze for some period of time (Community Contribution)
  • Port original explosion ear ringing behavior from Half-Life 2 to Lua - produces less ear ringing in general
  • Added icons to drag'n'drop right click menu (i.e. when drag and dropping spawnmenu icons with right click)
  • Added RPG Launcher as default weapon for Rebels in the spawnmenu (Community Contribution)
  • Updated some Half-Life 2 campaign map icons to show more recognizable areas, and be less dark.
  • Fixed water material in the first map of Half-Life 2: Episode 2 appearing different from the original game
handyman

Fixed

  • Fixed some props in Portal 2 appearing rainbow-y
  • Fixed "missing sound common/null.wav" when throwing grenades
  • Fixed Mega Gravity Gun not being able to pick up flesh
  • Fixed base Lua SWEPs not using correct localization strings
  • Fixed unicode addon name display for Workshop Addons when they are downloaded while joining servers
  • Fixed player death ragdoll forces always being applied to center - now applies forces to the body part that was shot
  • Fixed NPC icons in spawnmenu search not having weapon selection on right click
  • Fixed strider stomp attack creating invisible ragdoll with Keep Ragdolls
  • Fixed Portal Rocket Turret not updating its facing angles with no target
  • Fixed right-side padding of the gamemode list items in main menu to be consistent with other padding (Community Contribution)
  • Fixed inconsistent margins on language list and Start Game button (Community Contribution)
  • Fixed camera tool entity losing its key binds on level transition, leaving the player potentially stuck in the camera view
  • Fixed singleplayer toolgun ghost from saving in map saves as a prop
  • Fixed more missing spawnmenu localizations (entity categories and others) (Community Contribution)
  • Implemented localization for built-in undo actions
  • Implemented ammo name localization for built-in ammo types (shown when picked up)
  • Localization support for crosshair customization (Community Contribution)
  • Localized Balloon and Dynamite world tool tips (Community Contribution)
  • Fixed the game not downloading maps from servers if compressed version exists locally, but wasn't extracted/was corrupted
  • Prevent Keyboard options tab contents from being loaded from addons/mountable games
  • Half-Life's Geiger counter only reacts to enabled trigger_hurt entities
  • Fixed Barney missing animations in his Half-Life 2: Episode 1 appearances
  • Fixed crashes when using SuperDOF with multicore rendering
  • Fixed certain languages not working at all on Linux due to filename capitalization issues
  • Fixed a crash when spawning certain vehicles with malformed vehicle scripts
  • Fixed tool sorting not being alphabetical when some tools are missing localization strings (Community Contribution)
  • Fixes towards MP3s hanging the game on first playback
  • Ported some exploit fixes from Team Fortress 2 SDK
  • Fixed .357 Magnum reload missing its shell eject effect
  • Fixed Bugbait not having viewmodel bob when sprinting
  • Fixed missing AR2 reload sound in 3rd person
  • Fixed missing Pistol brass eject effects for players in 3rd person
  • Fixed missing holdtype & player animations for Bugbait in 3rd person
  • Fixed missing holdtype animations for Citizen Suitcase, Citizen Package, Annabelle and Alyxgun weapons
  • Fixed npc_zombie not using sk_zombie_dmg_both_slash console variable at all
  • Fixed inaccessible area on ep2_outland_10 due to model name collision
  • Fixed Half-Life 2: Episode 2 Fast Zombie on car jumpscare sequence
  • Fixed missing animation on hula doll in Half-Life 2: Episode 2's final map
  • Fixed Lua errors when damage is dealt without an attacker
  • Fixed being able to reset Frag Grenade timer after it exploded, prevent it from being removed, and make it explode again while invisible
  • Added missing icons for new Team Fortress 2 maps
  • Fixes a crash exploit with the Balloon tool
  • Fixed missing underwater materials causing massive FPS loss when under water
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Removed

  • Do not apply spawnmenu names to map-spawned NPCs in kill feed - it was too error prone
  • Removed player jingles/impulse 202
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Features

  • Added ttt_filter_role entity (Community Contribution)
  • Let GM:TTTLastWordsMsg hook override default behaviour (Community Contribution)
  • Added crosshair customization (Community Contribution)
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Improvements

  • Magneto-stick DoAttack code cleanup (Community Contribution)
  • Changed holdtypes for consistency with viewmodels (Community Contribution)
  • Clarify Health Station usage in hint text (Community Contribution)
  • Update localization files (Community Contributions)
handyman

Fixed

  • Fixed C4/Radio sounds not playing in certain cases (Community Contribution)
  • Fixed "CS:S not mounted" warning not showing when CS:S is not mounted (Community Contribution)
  • Close player volume slider along with scoreboard (Community Contribution)
  • Fixed players sometimes being revealed as dead when they chat/voicechat right as they die (Community Contribution)
  • Fixed Health Station not breaking at exactly 0 HP (it being damaged, not used) (Community Contribution)
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Features

  • Added some generic logic entities from Portal 2 - logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer, point_viewproxy
  • Added new inputs/keyvalues to prop_vehicle_choreo_generic from Portal 2
  • * Inputs: SetCanShoot, UseAttachmentEyes, SetMaxPitch, SetMinPitch, SetMaxYaw, SetMinYaw
  • * Key-values: PlayerCanShoot, UseAttachmentEyes
  • Enable DMX versions 3, 4 and 5 loading for particles from newer Source Engine games
  • Ported most particle related features from CS:GO
  • Added 2 new spawnflags to env_player_surface_trigger - Trigger on player(s) leaving ground & Set output activator to the player
  • Added new inputs to game_text - SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2
  • Added new inputs for game_player_equip - TriggerForAllPlayers and TriggerForActivatedPlayer, as well as "Strip All Weapons First" spawnflag
  • Added skybox_swapper entity
  • Added logic_eventlistener and logic_eventlistener_itemequip from Team Fortress 2
  • Added point_worldtext entity (CS:GO version) and added most Team Fortress 2-exclusive features into it
  • Added logic_random_outputs entity
  • Added fog_volume entity
  • Added trigger_tonemap entity
  • Added env_ambient_light entity
  • Added point_entity_finder entity
  • Added particle-based func_precipitation types from CS:GO
  • Added ability to override func_precipitation particle systems by name
  • Added func_precipitation_blocker entity
  • Implemented origin for playlooping/playrandom and ambientOriginOverride for "playSoundscape" in soundscapes
  • Added new options to Run Map dialog in Hammer
  • Restored "JellyFish" shader (Partially Community Contribution)
  • Added hostile keyvalue to npc_citizen - Will be treated as a combine. Useful for NPC reskins to not have combine noises. Or just for fun.
  • Implemented experimental 24-bit color support for Windows Dedicated Server console, and proper color support on Linux SRCDS
  • Implemented HDR override for fog colors for 20th anniversary Half-Life 2 maps (Also available in Hammer for mappers)
  • Added Master spawnflag to env_tonemap_controller
  • Added SetMaxDensityLerpTo input & HDRColorScale key-value to env_fog_controller
  • Implemented AttachToVehicle input for npc_fastzombie
  • Added sv_maxvoicepacketsperframe console variable
  • Enable "flammable" "no" prop interaction, to prevent props from igniting on explosion damage (for modellers at compile time)
  • Added min_use_angle for func_button from CS:GO
  • Added DisappearMinDist & DisappearMaxDist key values to func_lod (DisappearDist being deprecated and hidden, but still working)
  • Added GetSpeed and SnapToStartPos to func_rotating entity
  • Added AffectedByWind keyvalue to func_dustmotes entity
  • Added trigger_playermovement auto walk and no jump spawnflags
  • New localisation phrases in community.properties (Community Contribution)
  • Added ip_steam console variable
  • Added sv_usercmd_custom_random_seed console variable
  • Added sv_showimpacts console variable
  • Added radius support to env_wind
  • color_correction entities now work correctly with fog_volume - Adds Master and Simulate clientside spawnflags
  • Upgraded ColorCorrectionUI to CS:GO's version with ability to load saved presets
  • Added Quick Switches to the console dialog, allowing easy usage of common console commands and variables for debugging purposes
  • Added inputs to env_skypaint in Hammer for mapping
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Improvements

  • Do not estimate velocity clientside since we network it for every entity anyway
  • * Use networked velocity for entities that set it serverside
  • * Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked
  • Moved "SOLID_VPHYSICS static prop with no vphysics" warning to developer 1
  • Made particle preview background slightly lighter (32,32,32)
  • Set the default particle orientation in Particle Editor on creation
  • Added particle material name to "unimplemented sprite renderer" warning (.pcf particles)
  • Force Sandbox tool classnames to lowercase at all times to fix a bug in multiplayer where the client and server classname could have mismatching capitalization
  • Applied potential filesystem optimization suggested by the community
  • Micro optimization for SWEP think
  • Optimize DListView_Line - Remove DListViewLabel's Think function since it does nothing in DListView_Line anyway
  • Minor code quality & performance improvements to Toolgun Help, RenderTarget related Lua code, skypaint matproxy, ToolGun and Post Processing control panels, ents.FindByClassAndParent, removed deprecated calls to ControlPanel:AddControl, Workshop Mount VGUI, Sandbox hints, Removed unused JS dependencies in main menu - angular-ui, jquery-ui, jquery-color, AngularJS from 1.1.2 to 1.8.2, cleaner server list layout code & Better display on small screens (Community Contributions)
  • Micro optimization for Entity.__index (Community Contribution)
  • Micro optimizations for team library (Community Contribution)
  • Potential micro optimizations in localization loading/parsing
  • Store disabled workshop addon IDs as Uint64 instead of IDs turned to strings - should save some memory
  • Clear CShadowDepthView to black instead of white - fixes reflective glass on certain maps having while glow with flashlight turned on
  • Do not throttle loopback (local servers) connections when sending data from server to client
  • Check allocated edict count before allocating more - this should prevent "ED_Alloc: no free edicts" crashes when spam spawning hundreds of entities per second
  • Improved X-axis text inset handling with center alignment (for DButton when an icon is use)
  • Change Hitbox 7 color from white to orange for the debugging console variable and HMLV
  • Search for shaders in map file if none were found in the game folder
  • Added "shaders/*.vcs" to BSP whitelist
  • Updated screenspace_general shader with some CS:GO features
  • * Removes $X360APPCHOOSER (Use $VertexColor)
  • * Adds $VERTEXSHADER
  • * Added most CS:GO parameters except for C4* and C5* parameters
  • Enable sv_parallel_sendsnapshot by default
  • Display a warning when async file read operation tries to read more bytes than there are in the file
  • Display HTTP error when FastDL fails to download a file and if it's not a 404 error
  • Made lua_run entity keyvalues case insensitive
  • Call Entity:SetCreator on all Sandbox spawned entities, not just SENTs (Community Contribution)
  • Filled in some GMod specific console variable descriptions that are defined in C++
  • Added shader name to "failed to create shader" console error message
  • Rework how LZMA decompression works for BSP files to be more reliable and less wasteful
  • Added more useful info to Client=>Server and Server=>Client GMod specific net message ToStrings for debugging purposes (net_showmsg)
  • Unhide sv_maxspeed console variable
  • Do not read mapcycle.txt file from addons or mountable games
  • Added weapon class name & entity index to "Weapon spawning in solid" console warning
  • Exit SRCDS (with a message) if GSLT is invalid or expired (can still not provide one), instead of never connecting to Steam. This behavior is consistent with CS:GO. hide_server 1 can be used to hide your server from the server list.
  • Added description for debug_dump console command and print more info about what it did when ran
  • Rollermine uses two-pass render group when open instead of translucent, this makes it render better with SSAO pass (such as with Bokeh DOF)
  • Allow Map I/O to convert integer/float parameters to strings automatically
  • Unhide sv_hl2mp_weapon_respawn_time/sv_hl2mp_item_respawn_time
  • Also made mp_weaponstay work for map spawned entities, by respawning them
  • Update verbosity of "Out-of-range value" warnings
handyman

Fixed

  • Fixed some minor memory leaks - These are mostly in developer features to do with KeyValues, not normal gameplay
  • Initialize m_rgflCoordinateFrame on creation clientside - This fixes certain matrices being nulled out when they are not supposed to, such as when calculating prop_vehicle_choreo_generic look angles
  • Allow loading PCF version 2 in -tools Particle Editor
  • Fixed many, many potential crashes with the particle system
  • Fixed missing materials with legacy Ash precipitation type
  • Fixed 2 "Parent cvar in server.dll not allowed" warnings on client start up
  • Do not print cc_lang = with developer 1
  • Fixed "Not playing a local game" being printed on game start up
  • Fixed some warnings on map load when Portal 1 or Half-Life Source are not mounted
  • Fixed crashes with func_tank
  • Fixed crash when ents.CreateClientProp is given an empty string
  • Fixed logic_collision_pair and some other obscure entities not calling GM:EntityRemoved
  • Remove NULL entities from Entity.Constraints table when associated constraints are removed
  • * Fixes for tanktrain_ai
  • * Fixed sound playback and updated default sounds to existing files
  • * Added "Chase Target" key value
  • * Added missing "Target Entity" input to the FGD
  • * Fixed movement direction selection & movement speed
  • * !player target will update to the closest player before every move
  • * Change update rate while moving to 0.1s (from 0.5)
  • Updated RPG viewmodel to use correct muzzle flash event and prevent console warning when firing
  • Fixed a server crash exploit to do with malicious packets
  • Fixed bone manipulations (scale, position) being transformed by how much the player moved on level transition
  • Fixed which entity is the inflictor/weapon in CTakeDamageInfo when firing built-in C++ weapons, including when NPCs fire them, as well as trigger_WateryDeath.
  • Fixed small potential memory leak with creating Lua bone followers
  • Fixed a small memory leak in gamemode .txt file parsing
  • Fixed a small memory leak with saving presets (presets library)
  • Fixed "Bad SetLocalOrigin on gmod_hands" warnings (Community Contribution)
  • Prevent .ani files from loading if they would crash the game i.e. if the .ani file is smaller than the model expects it to be
  • Update jQuery version and reduce reliance on it in main menu, as well as lazy load images (Community Contribution)
  • Do not crash with "bad inline model number", show a console warning instead
  • Fixed bone manipulated entities' render bounding box being set to invalid sizes with certain models
  • Fixed "Toggle" input on some triggers improperly toggling the entity
  • Fixed console warning about missing material when opening Options menu
  • Fixed max player speed not being set when trying to slow walk with +walk but slow walk is disabled via Player:SetCanWalk
  • Do not unexpectedly reduce maximum health on dead entities
  • Play act console command animations on the server as well (for hitboxes)
  • Fixed a stack overflow in TextEntry scrolling
  • Fixed a rare crash when net_showmsg console variable is in use
  • "Fixed" an infinite loop in memory allocation by exiting the engine/tool with a nice message
  • Prevent developer only messages about bone access not being allowed with util.DecalEx in multiplayer
  • Fixed MP3s recaching 2 times in a row sometimes for no reason
  • Fixed cache size not being able to exceed 65kb per item
  • Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache upwards of 400KB of unused data per MP3 for playback without hanging the game
  • Increased amount of cached data for MP3s to satiate initial burst of data access by BASS.DLL (from 16K to 96k) This was preventing asynchronous load of the entire file
  • Fixed SWEP.ViewModelFlip making view model sway backwards
  • Fixed scrollbar parent resizing not adjusting scrollbar grip position (Lua scrollbar panels)
  • Fixed CRopeKeyframe having huge serverside bounds when not attached to anything, such as being the last entity in a series
  • Fixed trigger_remove OnRemove output not working at all
  • Made cmd console command not kick people (And hide it)
  • Fixed .gma files being left open in some cases if they failed to load/parse
  • Prevent potential crashes to do with traces on models
  • Materials using the SpriteCard shader can now render correctly with render_sprite_trail particle renderer
  • Mitigate invalid vehicle scripts causing server crashes
  • Fixed player_squad NPC squad being overflown when spawning too many npc_alyx or npc_citizen entities
  • Fixed spawnmenu NPC squads being overflown when spawning many NPCs in the same faction at once
  • Fixed infinite loop with removing world decals
  • Fixed input parameter type for prop_ragdoll's StartRagdollBoogie input
  • Fixed out of bounds pose parameters sometimes getting garbage values
  • Fixed a crash in trace code that could happen after a changelevel
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Removed

  • Removed scratchpad from game builds
  • Removed bloodspray console command
  • Removed some perforce VGUI panels from builds
  • Removed some useless strings from garrysmod_english.txt
  • Removed mat_surfaceid and vgui_drawtree_panelptr console commands/variables
  • Removed unused resource/chromium/ folder
  • Removed non existent commedit.dll from sdkenginetools.txt
  • Removed cl_threaded_client_leaf_system console variable, which was doing nothing since 2016, except to mislead people
  • Removed sv_autojump as it also does nothing besides misleading people
  • Removed hack for Intel GPUs that disabled Shader Model 3 shaders
  • Removed some clientside weapon stubs for non existent weapons
  • Removed usage of DOFModeHack from Bokeh DOF
  • Remove cl_customsounds as it no longer has an effect on anything