Added ability to clear Lua errors per category/group in the Problems menu
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Added "menu_cleanupgmas", "mat_specular 0" and "Addon missing file, nothing to mount" issues to Problems panel
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Added file size of the current file and total file count to non-Workshop server downloads
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Added addon count and selected count to the addon menu (in the popup menu with filters/etc)
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Added a visual bounding box of the current dupe to the duplicator tool
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Rope related tools now can now color the ropes (will depend on whether the selected material supports this or not)
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Improvements
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DNumSlider now colors the notches and the DTextEntry text to match the slider label
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Improved slider notch rendering
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Ensure all notches have at least 1 pixel between each other
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Fixed the last notch not rendering for sliders with a range that isn't a whole number
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Made the selected flag filters be per gamemode, not global per server browser tab
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Made the addon selection checkboxes bigger and updated their style to match modern Chromium visuals
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Also added a bit of space between the clickable addon name and the checkbox to prevent misclicks
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Minor visual tweaks to the addons and server browser menus
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Made the "Future version" tag in the server browser less visually prominent
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Added default values to the Super DOF UI sliders (Middle mouse click resets to default)
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Problems menu no longer complains about DirectX Level 90
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Server browser no longer lists servers that are not empty first and then only empty servers (to bypass Steam limitations), now lists whatever Steam gives first
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Undone server browser minimum ping penalty where servers < 60 ping would all be considered as having 40 ping for server ranking
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Added description to local saves/dupes/demos telling the player where they can delete them
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"Select All" button now selects all addons within current search/filter, not all subscriptions
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Removed selection checkboxes for floating .gma addons
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Made the background of a disabled addon darker so its more obvious when an addon is disabled
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More responsive controls for drive_noclip for "Drive" property
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Unmount addons mounted by server on map shutdown
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Confirmation window for “Do you want to connect to this server” now also has a “remember my choice” option
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Added map icons for new CS: GO maps
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Increased forced defaults of "rate", "cl_cmd/updaterate" console variables to 100k and 66, from 30k and 30 respectively. This only affects clientside settings, which are overridden by server's settings (sv_maxrate, etc). This should result in better ping/performance when playing on busy servers
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Updated language files
handyman
Fixed
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Fixed env_sun glow overlay not working properly with the poster command
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Fixed the first preset group not loading correctly on first map load
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Loading a save from main menu now properly sets the player position
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Fixed Lua errors in menu state when searching through addons with special symbols
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Fixed Hoverball tool creating Lua errors when looking at an invalid entity with the tool selected
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Fixed the option to re-render all spawnmenu icons not working properly
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Adjusted the cl_weaponcolor safeguard against invisible colors to catch more cases
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Fixed a regression with gamemode search bar changes from previous update where it expected the input to be lowercase at all times
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Changed 'slam' ammo type's default maximum to 5 from 9999 (gmod_maxammo still overrides this if above 0)
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Fixed certain language files not being loaded on Linux operating system
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Fixed shooting weapons while in a vehicle not shooting directly at the player’s crosshair
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Fixed default spawncions not being editable
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cl_downloadfilter "mapsonly" also works with workshop addons now (checks for the “map” tag on addons)
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Fixed Winch/Rope texture scaling wrapping around at length of 100
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Fixed clientside player velocity for non local players being jittery and incorrect when standing on something moving
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Fixed crash issues with npc_barnacle when its tongue entity gets deleted
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Fixed crash issue when damaging Antlion Guard NPC
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Fixed a potential crash issue with ragdoll physics
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Fixed prop_vehicle_crane crashing the game when it is missing its magnet entity
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Fixed Lua errors when trying to load a save with phys_magnets that were created by the map when saving
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You can freeze Jeeps/Custom Vehicles with the Physics Gun once again
Added nullptr safeguard to CFontTextureRegen (out of memory)
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More potential crash prevention when loading textures and in Lua bindings
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Safeguards for potential crashes in CShadowMgr relating to projected textures
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Switched the "gain manager" for voice chat to the CS:GO one. (voice_avggain, voice_maxgain replaced by voice_gain_* cvars)
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Increased internal buffers for map names to 128 characters, from 40, servers can now use maps with longer names
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Slightly improved SSAO depth pass (NeedsDepthPass hook, render.GetResolvedFullFrameDepth), so it works correctly with props/NPCs and viewmodels (Bokeh DOF now works better)
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Nicer error messages for FastDL download errors in console
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Let mat_envmaptgasize override the default cubemap size if it is set to a value higher than the map's cubemap size
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cfg/network.cfg is no longer considered userconfig, and is ran before autoexec.cfg
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mat_dumpmaterials now has an optional argument to hide refcount 0 materials
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Increased networked string limit (Doubled, to 4096)
handyman
Fixed
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Deleting point_viewcontrol now also disables it instead of putting the player in an invalid state
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Disable all active point_viewcontrol entities when loading a save to prevent softlocking the player
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Added out of bounds checks for boneIDs in CIKContext::AddDependencies to avoid crashes
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Added some nullptr safeguards to CMDLCache functions
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Fixed potential crash with playing MP3 files
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Made sure the "entityflame" entity also stops its own burning sound clientside in case it couldn't be stopped from the server due to PVS
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Fixed crash issue when trying to pickup prop_vehicle_jeep with invalid physics
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Fixed a potential crash when converting MATERIAL_VAR_TYPE_MATERIAL to a string
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Fixed material shader parameters not loading correctly on Linux dedicated servers
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Fixed for Linux file system find not properly handling partial wildcards (i.e. folder/*_suffix.txt where the filename folder/test_file_suffix.txt would not be found)
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Fixed mat_showlightmappage using a DirectX8 material
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func_breakable_surf plays its initial broken sound at the correct position even if it is moved by the physics gun
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Fixed some console commands crashing when used without a player on the server
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Fixed ent_remove being able to delete players
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Added support for $boneflexdriver in models into the game
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Fixed some cl_show_* cvar debug text overlapping itself or going offscreen
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Potential fix for crashes due to removing fire particles when removing an entity on fire
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Fixed crashing issues with trying to set/get flags on invalid physics objects
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Do not disable collisions when parenting brushes to one another
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Fixed parenting issues with func_movelinear, and a an issue with startSound possibly not restarting
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Fixed the half life 2 shotgun hack affecting SWEPs
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Fixed models not being flushed on level changes/disconnects when not hosting a local game (i.e. in multiplayer in general)
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Fixed Super DoF creating errors when used outside of sandbox gamemode (Community Contribution)
Hammer: Added func_instance_io_proxy support to hammer/vbsp (in-game support is already present)
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StudioMDL: Added -fastbuild option to studiomdl.exe that does not write/compute .sw.vtx and .dx80.vtx files
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StudioMDL: Added more context to "Zero-size file or no sequences." studiomdl warning
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StudioMDL: Added $boneflexdriver support to studiomdl
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StudioMDL: Added support for "noanim_keepduration", "forceboneposrot", "scalebonelen", "bonedriver", "reverse", "appendanim" $sequence commands from CS:GO
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StudioMDL: Added "framestart" and "nostallframes" $sequence commands from CSGO
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StudioMDL: Added support of "autosteps" to "ikrule" in $sequence
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StudioMDL: Added support for "percentstartloop" for $sequence
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StudioMDL: Added "$dmxeyelid" and "$vcafile" commands
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StudioMDL: Added "noautodmxrules" support to $model
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StudioMDL: Added -vpfix command line switch that may fix high poly models with LODs and bodygroups getting some of their meshes on LOD 0 destroyed
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Improvements
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StudioMDL: Use auto growing vectors for bunch of internals (vertices, normals, faces, texcoords, etc) instead of static arrays
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StudioMDL: Changed mesh weights cut off from 0.05 to 0.0001 (matches CS:GO)
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StudioMDL: Restored position epsilon for fuzzy vertex position comparisons to 0.05, from 0.01 as it caused issues with certain high quality models
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Hammer: Increased MAX_MAP_OVERLAYS to 1024 (2x increase), increased MAX_MAP_BRUSHSIDES to a lot (~163k, ~3x increase), matching CS:GO limits
handyman
Fixed
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Hammer: Fixed a crash when creating a new Manifest
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Hammer: Fixed "Show Collision Models" setting not working in certain cases such as being in a Manifest
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Hammer: Updated CMapOverlay to CS:GO's version - fixes most copying issues - different normals implementation
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Removed
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Hammer: Get rid of Hammer's "CFileChangeWatcher::AddDirectory" warning as it serves no purpose for the end user
Use ErrorNoHaltWithStack for numpad.OnDown/OnUp errors when given an invalid key
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Added con_filter*, gm_video, mat_dxlevel and the new voice cvars to blocked cvar list
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Switched Think, OnRemove and RunAI entity hooks to use the Lua string pool for "anim" and "ai" SENTs
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Made Player.IsSpeaking shared (on server, it will return true within 0.1s of the last voice packet from a player, no packets are sent when the voice chat button is held but the player is not talking)
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Reduced update rate of PlayerCanHearPlayersVoice when nobody is talking to 5 seconds
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PathFollower functions can now accept player.CreateNextbot() entities instead of the NextBot SENTs. They will also throw proper errors when given invalid entities
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Made DrawBokehDOF function available to addons, i.e. it is no longer a local function (Community Contribution)
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Apply PhysObj.EnableMotion to all PhysObjects of a Jeep (it also works on Jeeps now)
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Entity.GetModelMaterials will now return a complete list of materials if used on a brush model, including the map. Maximum for models is reduced to 128 (from 256) which matches other places in the engine when it comes to models
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Micro optimization to player:__index (Community Contribution)
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Forcibly disallow the resource library from adding .xbox.vtx and .sw.vtx files to the server's downloadables list
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Make sound.Add soundscripts treated as overrides so they are cleaned up/restored on disconnect
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gma.MountGMA now also clears list of missing materials
handyman
Fixed
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sound.Generate now flushes its cache on level shutdown (And also with snd_restart)
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Fixed dedicated server crashing when trying to reference invalid SteamAPI pointers after using the map console command, such as the HTTP functions
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Fixed sounds not working correctly (playing everywhere) with clientside only entities: Footstep sounds, _G.CreateSound, Entity.EmitSound, Entity.StopSound, Entity.StartLoopingSound
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Fixed ClientsideRagdoll crashing if called too early
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CSpawnIcon::RebuildIcon(Ex) now clears the cached spawnicon material like it did before (so the spawnicon appears in its “loading” state again)
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Fixed Entity.FollowBone glitching around clientside in certain cases
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Fixed srcds workshop addons missing some fields in engine.GetAddons()
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SteamID functions return the correct(-ish, the steam universe is hardcoded to "Public" one) value in singleplayer for the player serverside (It was already correct on client)
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Fixed GetTouchTrace() crashing the game when the entity in the cached trace result no longer exists
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render.RenderView now resets the "ShouldDrawLocalPlayer" cache, allowing the hook to be called again for those renders, fixing ShouldDrawLocalPlayer not working properly with multiple renders within a frame.
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Prevent weld constraint assigning a global variable with the last created weld (Community Contribution)
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Fixed performance discrepancy of Entity:GetMaterials() between different models
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Fixed GM:PlayerLeaveVehicle not being called when the player is forced into a vehicle while being in a different vehicle
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Entity.SetAngles properly sets angles on jeeps, they no longer snap back to old angles
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Fixed some entities (such as props) reporting "took damage" as false in PostEntityTakeDamage when they are killed
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Fixed some constraint library functions (such as HasConstraints, GetAllConstrainedEntities, etc) not functioning with the world entity
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Fixed gmsave library (Spawnmenu save system) not saving constraints that are attached to the world entity on both ends (such as ropes)
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Fixed duplicator library's Min/Max calculations for dupes