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Changes

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

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Features

  • Added NPC support for MP5 from Half-Life: Source
  • Added sv_pause_sp - allows singleplayer game to not be paused automatically when pressing ESC/opening console or the Steam overlay
  • Added option to hide outdated servers to the server browser (Community Contribution)
  • Added ability to toggle spawn menu & context menu, option for it can be found in Spawnmenu => Utilities menu, disabled by default
  • Added ability to select what weapon Creator Tool spawns NPCs with from the NPC icon right click menu (Spawn with toolgun option)
  • Added resistance-hacked combine mine to the spawnmenu
  • Added ability to middle click Keybinder UI element in Sandbox to reset it to default value, just like tool sliders already do
  • Added ability to randomize or clear only one category in Faceposer
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Improvements

  • Enable Jalopy idle animation (Engine "jiggle" animation) without hl2_episodic console variable having to be set to 1 (This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED)
  • Unhide Jalopy seat and Flechette Gun when not mounting HL2, since we now ship content needed for those by default
  • Unhide CS:S thruster models by default (Community Contribution)
  • Kleiner, Mossman, Eli, Breen and Magnusson can now spawn with guns, Vortigaunts and Half-Life: Source G-Man can no longer spawn with guns
  • Enable "Spawn with Weapon" UI for Eli, Mossman, Breen, Magnusson, Kleiner (when right clicking their NPC spawn icons)
  • Added icons to NPC weapon selection in spawnmenu NPC tab and on NPC spawn icon right click
  • Also group weapons in NPC spawnicon right click by category like it is in other places
  • Digitally sign .exe files (in addition to .dll files which was done a while ago)
  • Improved invalid model detection - fixes crashes when loading models from a specific addon
  • Updated Day of Defeat: Source player model texture fallbacks to be full resolution
  • Added missing map icons for new Team Fortress 2 maps
  • Added lua_strict convar checkbox to Lua problems menu
  • Minor visual adjustments to alignment of certain elements in the start new game options menu (Community Contribution)
  • Minor optimization and fixes for main menu new game and addon pages (Community Contribution)
  • Adjust colors in the server browser to be consistent with each other, and be slightly darker for better contrast with white text
  • Slightly adjusted visuals of Spawnmenu Dupes and Saves tabs
  • Automatically close spawn and context menus when the main menu is open, as well as prevent F1 from opening the spawn menu when main menu is open
  • Use better max values for "Utilities => Sandbox" limit sliders, derived from default convar values
  • Respawning while "entity driving" will no longer snap view angles to the spawnpoint
  • gm_construct water now reflects 3D skybox
  • Implemented visual placeholder entities for dod_control_point, prop_exploding_barrel (CS:GO) and team_control_point (TF2)
  • Disallowed spawning (as in at crosshair, not equipping) SWEPs without models via spawnmenu, such as the Fists weapon
  • Sped up entry animations for the 3 airboat seats with different animations, from 3 seconds to 1 second to match the other seats
  • Server rating penalty for outdated servers that cannot be joined anyway (Community Contribution)
  • Do not draw Tool Gun help and HUD in vehicles if entered the vehicle with the toolgun equipped, and weapons are not allowed in vehicles
  • Dead players who are not admins can no longer spawn stuff from the spawnmenu
  • Updated localization files
  • Trying to load a save while playing on a server no longer disconnects the player from the server
  • firstperson console command now disables camortho (Community Contribution from TF2 SDK)
  • ESC closes chat box even if the chat message text entry is not focused (Community Contribution from TF2 SDK)
  • Faceposer sliders and groups now appear in the same order as they are stored in the model, allowing model makers full control
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Fixed

  • Default Sandbox fonts are now "extended" for better rendering of non Latin characters (Community Contribution)
  • Combine NPCs no longer T-pose with pistols, instead use rifle animations
  • Improved crouch support for NPCs using pistols and rifles - NPCs wont crouch to shoot for 0.3 seconds and then stand back up
  • RPG/Crossbow animation support improvements for citizens
  • Support for Combine Soldiers firing the RPG Launcher
  • Improve metropolice weapon support for Shotguns, AR2, RPGs
  • Fixed Combine Soldiers not walking/running with pistols/RPG/melee weapons or no weapon equipped
  • Metrocops now draw other types of pistols from their holster, not just the default Pistol
  • Fixed Enemy Rebels refusing to use RPG against the player
  • Fixed Enemy Rebels commenting on player's death as if they weren't hating them
  • Fixed NPCs being unable to shoot the Alyx Gun
  • Fixed certain NPCs constantly lowering their weapons after each weapon burst
  • Fixed Eli, Magnusson, Kleiner, Mossman and Breen shooting from their feet
  • Fixed NPCs being able to shoot some guns forever, without reloading, such as the AR2
  • Main menu: Check box labels are now clickable (Community Contribution)
  • Fixed regression with FindUseEntity behavior making players unable to use some entities
  • Fixed addon dependencies not showing on install due to regressive Pull Request the previous update
  • Fixed kill credit for strider kills with the Magnusson device
  • Fixed Combine Gunship, Helicopter, Ceiling Turret, Camera, Sniper and Antlion Grub not appearing in the kill feed when killed by the player
  • Fixed certain gibs (from Manhacks, Scanners, Attack Helicopter) never fading out
  • Fixed gibs that should be ragdolls not being ragdolls in multiplayer (cardboard boxes)
  • Fixed Strider still shooting the player with ignore players or disable AI enabled
  • Fixed AR2 impact effects appearing when shooting the skybox
  • Fixed "P2P: Friends only" setting resetting after starting a game (Community Contribution)
  • Fixed some missing Server Browser localization strings, added chat prefix localizations (Community Contribution)
  • Fixed a visual inconsistency with text indentation in spawnicon resize menu
  • Update Source Engine IME candidate menu size to fit updated text when typing
  • Fixed respawning while "entity driving" a prop putting you back to the death position instead of at the respawn point
  • Fixed the 2 PHX bomb models not igniting from explosive damage like they used to
  • Fixed a number of materials for Day of Defeat maps
  • Fixed localization files not loading correctly on Linux
  • Fixed potential Lua errors when spawning props while the server is at the entity limit
  • Fixed not being able to duplicate Half-Life 2 entities and weapons as a non-admin player (while playing in multiplayer basically)
  • Fixed Portal Cores reverting to wrong type in saves and duplications (not retroactive)
  • Fixed Tree Sway causing graphical glitches when lit up by player's flashlight, lamps or other projected textures
  • Added map icons for new TF2 maps
  • Ragdolls now inherit sub-materials from their parent entities (NPCs)
  • Zombie gibs and spawned headcrabs inherit materials and render mode of the original zombie
  • Fixed saving dupes not updating "My Dupes" screen immediately
  • Tools (with weapons in vehicles allowed) and spawnmenu spawning now ignores player's current vehicle when placing props while in a vehicle
  • Fixed swimming animations for the Passive hold type not working correctly
  • Fixed physics models for light_cagelight01_off.mdl, windmill_blade004b.mdl, dock_broken01a.mdl and utilityconnecter006b/d.mdl
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Removed

  • Delete unused DLL files - DataModel.dll, DMSerializers.DLL, VTex.DLL
  • Removed fallback textures for CSS player models, since we now ship those textures in full resolution
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Features

  • Added custom radio button support and extra default sounds (Community Contribution)
  • Added optional translation parameters when adding radio sound names (Community Contribution)
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Improvements

  • Set Attacker and Inflictor in usages of SWEP:FireBullets (Community Contribution)
  • Raise passive equipment item limit from 16 to 32 (Community Contribution)
  • Russian and Turkish localization updates (Community Contributions)
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Fixed

  • Fixed "Tried to create font 'X' from a game font 'Y'" warnings
  • Prevent the round start info box from stacking when restarting rounds rapidly
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Removed

  • Remove "Missing CS:S" chat warning (Community Contribution)
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Features

  • status console command now also prints server & map uptime
  • Implemented Lightmapped_4WayBlend shader with full tools support
  • Implemented new Water shader features - lightmapped water fog, flow maps and ability to reflect 3D skybox ($reflect3dskybox), envmaps for expensive water, support for $reflect2dskybox
  • Use gmod_flashlight attachment for flashlight if it exists - this works for player models, world models and view models
  • Added sv_nomap_timeout convar - Closes a dedicated server if it is running without a map for given amount of seconds.
  • Added "Restore" input to func_breakable_surf entity
  • Added $PortalColorGradientDark and $PortalColorGradientLight to PortalRefract shader
  • Added new parameters to SpriteCard shader
  • $AimAtCamera, $OrientationMatrix ($Orientation 2)
  • $Orientation now supports modes 3 and 4
  • $basetexturetransform support for DepthWrite shader (for alpha tested materials)
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Improvements

  • Prevent silly values in fog_controller (malicious map "protection"), as well as prevent map reload loop via player_loadsaved entity
  • Improvements to multiplayer player getters
  • FindEntityProcedural !pvsplayer multiplayer support improvement
  • UTIL_GetLocalPlayer micro optimizations
  • UTIL_FindClientInPVS now tries to get the closest client
  • Changed "exe version" to "network version" in output of "version" console command to avoid confusion
  • Removed newline from "Disconnect by server." kick message, so server console log is less messy. No other kick reason adds a new line at the end.
  • Micro optimization for GM:HUDDrawTargetID (Community Contribution)
  • Enable Episode 2 behavior for npc_combine_s (Some sort of "march" mode)
  • Allow .PCF as valid network transfer extension (FastDL)
  • SRCDS workshop addon cache also caches titles - Also display a warning when that cache will be used
  • Make "No account token specified" message in SRCDS console a warning
  • Unhide sv_soundscape_printdebuginfo
  • Reset render library's internal "last material" vartiable on map shutdown
  • Fallback "VertexBeckman" shader to "VertexLitGeneric" (PVK2 game)
  • Improve free edict detection during entity creation, so allocated edict count cannot pass the internal buffer amount and prevent creation of entities until map restart
  • Clean-up doubleclicking code in the main menu (Community Contribution)
  • Internal rework of main menu's bottom bar (Community Contribution)
  • Make zombies/metrocops propagate their "use lag compensation" state to spawned child NPCs (headcrabs and manhacks)
  • Dynamically calculate max autocomplete items for the console based on available space
  • Added SteamID64 to "Dropped %s player from server" console message
  • Enabled CEF credits button in the Options
  • Limit static prop counts to safe values to prevent crashes
  • Minor VPK support changes from CS:GO - potential memory usage improvement
  • Add description to g_ragdoll_maxcount convar, update descriptions for gm_snapangles and gm_snapgrid
  • Give prop_active_gib* convars descriptions and more sane values - 100 active gibs should be plenty (was 999999)
  • Add a better crash message when getting vertex size 0 to help catch source of the crash
  • Alias dz_door (CS:GO danger zone map doors) to prop_door_rotating
  • Prevent item_item_crate from spawning certain entities that could cause game crashes
  • Throw an engine error when trying to request invalid shader parameter, instead of cryptic crashing
  • Changed whereis to print path of missing files (useful for mat_texture_list 1)
  • Improved several console warnings and crash popups with extra information to help diagnose the underlying issues
  • Improved .nav file error handling to prevent game crashes and freezes, as well as error reporting
  • Do not save or load mat_specular/mat_bumpmap convars across game sessions - These are debugging convars, they do not need to save and cause persistent visual downgrade with no video options enabling them back.
  • Increase max lightmap dimensions to 128 for brushes (from 32)
  • Renamed npc_tf2_ghost to nb_example, and moved it from base gamemode to Sandbox
  • Alias sdk_lightmappedgeneric_dx9 shader to lightmappedgeneric for content from some Source Engine games/mods
  • Potentially improved console variable related performance
  • Remove main menu's reliance on RUNLUA: hack through console.log
  • Use consistent search paths for textures and some model code - makes textures load from consistent location of disk, just like models and materials
  • Make gm_spawn only work for .mdl files
  • Fixed crashes to do with a certain demo files that play on the wrong map (compared to the one it was recorded on)
  • Clear "material is missing" flag on all materials when a map is started loading
  • Initialize 3rd person camera on map load, to fix behavior change after first disconnect
  • Defer gameevent/OnRequestFullUpdate game event if not in main thread (instead of dropping it)
  • Reject non .vtf customization files
  • Optimized Sandbox Widgets system, especially when none are used on the entire server (Community Contribution)
  • Minor optimizations for GM:PlayerSelectSpawn (Community Contribution)
  • Minor loading screen cleanups (Community Contribution)
  • Optimized some internal engine functions to do with looping over player list, so they no longer loop over the player list
  • Added function locations to output of lua_find(hooks) commands and adjusted formatting and colors so its easier to read
  • Adjusted formatting of lua_dumptimers commands so its easier to read
  • Updated gmod_physiterations description to specifically mention constraints
  • Default presets in Utilities tab dynamically load convar defaults instead of being hardcoded
  • Allow fractional tickrates (i.e. 66.666), and clamp the result between 1ms and 100ms
  • Constraint library - Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist
  • Prevent player's view roll from being changed by bad actor maps either by spawning or teleporting the player
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Fixed

  • Fixed "TraceAttackToTriggers" system for bullets causing the shot entity to have a separate damage event for each pellet of a shotgun shot
  • Fixed func_lookdoor in multiplayer only reacting to the first player on the server (now reacts to the closest player)
  • Multiple improvements to error handling of particle sheet loading
  • weapon_fists sets Weapon in DamageInfo (Community Contribution)
  • Prevent crashes due to net_graph trying to draw too much at a time
  • Fix Error() in C not exiting the game with a nice message when multicore rendering is enabled
  • Fixed sv_lagcompensationforcerestore not really doing what it says in its description
  • Fixed soundscapes not working with duplicate sounds
  • Fixed Entity:FireBullets causing "CLuaObject:GetType with invalid lua state" warnings after a changelevel when using FireBullet callbacks
  • Restore rope texture scaling to Half-Life 2 values when they are spawned by the map
  • Prevent potential Lua errors with weapon_base when owner dies during firing bullets
  • Fixed some IMaterial functions complaining in console about "$basetexture not being a texture". (Non multicore rendering only)
  • Fixed server crash when mounting ladders at edict limit
  • Prevent crash to do with CSpatialPartition invalid handles
  • Fixed edict exhaustion prevention affecting nextbot players, and crashing the server
  • Fixed a crash when using gm_load on dedicated server
  • Fixed a crash with clientside ropes on props
  • Fixed server crashes to do with Gonarch NPC
  • Fixed many server crashes when trying to spawn gibs at edict limit
  • Make prop water level changes actually work, and apply on clientside too
  • MsgC no longer outputs empty strings when first argument is a color, preventing console message deduplication
  • Fixed fall damage constants being inconsistent between client/server
  • Prevent "bone write access" warnings with ClientsideRagdoll
  • Fixed CLC_Move::ToString numbers being flipped
  • Fixed CBaseFileSystem::ReadLine not working for workshop files at all
  • Fixed VPK file.Find issues with folder searching
  • Fixed BSP file.Find not really working well
  • Fixed Lua errors with DProperty_VectorColor when deleting the associated editable entity
  • Prevent misleading "X used to create wrong class type" warning that happened at edict limit when spawning gibs
  • Try to prevent Half-Life: Source gibs from falling out of the world
  • Fixed an issue with GM:HUDShouldDraw that allowed blocking access to main menu
  • Fixed some weird v7.4 VTF cubemap textures not loading due to missing sphere map
  • Fixed clientside prediction breaking hull traces against local player in multiplayer
  • Do not complain about missing "$refracttexture" when polling water material for its requirements
  • Fixed kickid via SteamID64 not working on dedicated servers
  • Prevent crashes in engine tracing code to do with BSP models
  • Fixed maps compiled without VVIS not rendering any water surfaces (and when noclipping outside of the map)
  • Fixed 'status' console command showing IP address for -p2p dedicated servers
  • Fixed sun glow overlay not rendering in water reflections
  • Fixed a nullptr crash on game exit to do with models
  • Prevent crashes with vertexSize of 0 on materials - will now use error material instead, and throw a warning about what material is wrong
  • Fixed spam about "Trying to use Map as if it were a variable" on GUI dedicated server
  • Try to improve static props fading out randomly for CS:GO maps
  • Fixed render.RenderView affecting FOV for worldclicker, including the context menu
  • Fixed (near?) infinite loops/game freezes in when listing entities in a box with negative bounds
  • Fixed a potential issue with bad BSP embedded files
  • Prevent potential crashes on map change to do with color correction entities
  • asset:// sets correct mime type for .svg files (Community Contribution)
  • Fixed an obscure crash with LuaJIT
  • Fixed an null pointer crash with sv_debug_player_use convar
  • Fix Un-Statue property bypassing GM:CanProperty serverside
  • Fixed ATI1N and ATI2N names being swapped in the texture list
  • Made env_smoketrail entity not add its velocity to its particles, SMG1 grenade trail works as expected
  • Improved handling of v7.5 texture image formats
  • Fixed exit game crash to do with procedural sounds
  • Fixed some theoretical, extremely tiny memory leaks to do with Key Values parsing (Community Contribution from TF2 SDK)
  • Fixed pose parameter support for CMDLPanel (Community Contribution from TF2 SDK)
  • Fixed asset://mapimage/ URLs using wrong mime type (Community Contribution)
  • Fixed a exit game crash to do with -multirun
  • Applied potential fix for retry command for local server host not working correctly when other players are present on the server
  • Applied a potential fix for r_flushlod crashing the game (Community Contribution)
  • Fixed -tools mode spamming about "Too many popups!" when many particle previews are on screen
  • Fixed crashes to do with IK in certain models
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Removed

  • Removed pointless "PREP OK" console message during map loading
  • Removed "HudBloodSplat" effect. (It did nothing at all)
  • Removed mat_remoteshadercompile console variable
  • Removed GMOD_Player::ViewPunch, Weapon_Drop and OnTakeDamage overrides (did nothing), m_iCallSpawnTimer and m_iStartTick which were unused at all
  • Removed CHL2_Player::GetAutoaimVector, ShouldKeepLockedAutoaimTarget, BumpWeapon, Weapon_CanUse (all were doing nothing, or were Xbox only)
  • Removed autoaim_unlock_target convar which is now unused
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Features

  • Added MakeRegularAlly/MakeGameEndAlly inputs for GMan/Mossman/Monk/Fisherman in Hammer
  • Added new .QC commands to studiomdl.exe - $maxverts, $phyname, $internalname, $qcassert, $lcaseallsequences, $defaultfadein, $defaultfadeout, $appendsource, $redefineattachment, $skinnedLODs
  • Mount CSS/Episodic VPKs in tools (Hammer & compilers)
  • Implemented color preview for models in Hammer
  • Added color keyvalue to prop_door_rotating in Hammer
  • Added ability to paint 4-way blend materials in Hammer (Supported materials only!)
  • Implemented particle picker for Hammer
  • Added file metadata to map and model compiler exes (version, description, product name, etc.), and given them an icon
  • Added -SunSamplesAreaLight option for VRad (Community Contribution)
  • Reenable -maxlightmapdim and -defaultluxelsize for VBsp, and them add to help text
  • Water materials with $lightmapwaterfog (and flowmaps) will now receive lightmaps on map compile
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Improvements

  • Add descriptions to light entity keyvalue properties in Hammer
  • Update StudioMDL usage info when given no parameters - added previously unmentioned command line options, dump supported .qc command list
  • Move modelscale keyvalue from Breakable to specifically prop_physics and its variants in Hammer to better represent what entities support the feature
  • Make tools/toolsinvisibleladder not create visleaves during map compilation
  • Adjusted VRAD's post-compile stats to show data size limits in correct places, as well as bump max data size for entity lump
  • Enable static prop lighting (vertex & lightmap) for VRAD with -fast (Since it is already controlled by -StaticPropLighting)
  • Mention -StaticPropLighting requirement for vertex lighting on static props in Hammer (Disable Vertex Lighting field)
  • Images are now saved as .bmp instead of .tga in HLMV
  • Change Shader display to a read only text entry in HLMV, so it can be copied
  • Display selected material in a text box in HLMV, so it can be copied
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Fixed

  • Fixed default model for physics_cannister, npc_launcher, npc_missiledefense (now a box) and weapon_bugbait in Hammer
  • Fixed some entities such as info_ladder_dismount not using colors in Hammer as defined in the FGD files
  • Fixed visual and undo bugs with CMapSweptPlayerHull (func_useableladder) in Hammer
  • Enable VRAD compile stats without -verbose flag
  • Fixed StudioMDL crashing when creating folders for the model
  • Fixed HLMV crashes when doing stuff without a model selected
  • Fixed extremely slow "Take screenshot" performance in HLMV
  • When a material is missing in HLMV, include the missing material name in "VMTs loaded" section
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Removed

  • Remove non existent key-values from env_smoketrail in Hammer
  • Removed non existent entities from Hammer - Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
  • Remove non existent entities from BreakableBrush "spawn on break" keyvalue in Hammer
  • Disallowed creating "Auto" visgroup in Hammer manually
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Features

  • Added Entity:FindGestureLayer
  • Added Entity:FindGestureSequenceLayer
  • Added Entity:RemoveLayer
  • Added Entity:SetLayerAutokill
  • Added GM:OnNPCDropItem
  • Added NPC:IsCrouching
  • Added NPC:SetForceCrouch
  • Added 2 new optional args to mesh.TexCoord
  • Added NPC:CapabilitiesHas
  • Added NPC:ConditionID
  • Added NPC:IsUnforgettable
  • Added NPC:MoveGroundStep
  • Added effects.TracerSound
  • Added sequence events to util.GetModelInfo
  • Added util.IsBoxIntersectingBox
  • Added MATERIAL_CULLMODE_NONE for render.CullMode
  • Added new arguments to Entity:DropToFloor
  • Added new argument to HTML:ConsoleMessage
  • Added Panel:SetTextHidden
  • Added MAX_PLAYER_BITS global
  • Added MainEyePos and MainEyeAngles
  • Added IGModAudioChannel:GetTagsWMA & IGModAudioChannel:GetTagsMP4
  • Added render.GetFogMaxDensity
  • Added skin parameter to util.GetModelMeshes + up to 15% optimization
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Improvements

  • ClientsideModel is now able to be hit by clientside only traces after initializing physics on it post creation (Collision bounds must be set manually if model changes)
  • Try to end mesh.Begin when a mesh wasn't ended when the function is called. (i.e. after a Lua error) It will still error afterwards like it did before, but now prevents game hanging, hopefully without side effects
  • End current Lua mesh (if there is one) on Lua error - preventing game crashes and graphical glitches
  • Change ents.CreateClientRope slack parameter to work better
  • ents.CreateClientRope ropes now despawn if any of its attached entities are removed
  • Allow giving ents.CreateClientRope local vectors instead of attachment IDs
  • Made Entity:PhysicsInitBox/Sphere set solidity before setting the physics object - this improves behavior for those functions with ClientsideModel and is consistent with PhysicsInit()
  • Validate input range for File:Read and File:Write, so the game does not crash with negative bytes to read
  • Improved handling of BSP model names for Lua clientside entities (sets the model index so tracing code can work better)
  • Improved handling of infinite loops with Entity:WaterLevel when called from the water level change hook
  • Switch debugoverlay functions to better optional argument checking with type checking
  • util.IsValidModel returns false if extension is not .mdl
  • Changed render.DrawQuadEasy to use better optional argument handling (potentially breaking)
  • Sandbox gamemode: Do not store the NPCTable/VehicleTable tables on the entities (The name is still stored)
  • Player:GetPunchAngle will now error with lua_strict set to 1 (deprecation warning)
  • Allow mesh.TexCoord to only accept 1 texture coordinate
  • Optimizations for usage of GM:PlayerCanHearPlayersVoice - it will no longer be called for non speaking players
  • Minor optimizations for most Lua functions returning a sequential table
  • Minor adjustment to WEAPON:OnRemove for consistency of execution time with other OnRemove hooks, no functional change expected
  • Validate input ranges for sound.Generate (will error)
  • Validate input ranges for most Lua functions that use enumerations in arguments (will silently clamp the value)
  • Entity:GetCycle now returns 0 instead of nil for invalid entities
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Fixed

  • Fixed clientside sounds not firing WEAPON:FireAnimationEvent
  • Fixed render.SetShadowsDisabled setting the shadow distance instead of disabling shadows
  • Fixed duplicate HTTP headers being discarded instead of being joined with a comma like it did previously
  • Fixed Player:Flashlight playing sounds when disabling a disabled flashlight, etc.
  • Fixed list.GetEntry erroring when used
  • Fixed infinite loops when calling Entity:DrawModel from GM:PrePlayerDraw/GM:PostPlayerDraw
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Removed

  • Blocked editdemo console command from Lua just in case
  • Removed obsolete/undocumented/useless panel types from vgui.Create
  • Disabled vmevent API (jit.attach)