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Changes

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

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Features

  • Added icons to Spawnlist right click menus
  • Added Hints for spawnmenu editing features
  • Added No Collide option to Weld tool (Community Contribution)
  • Added Toggle option to Hydraulic tool
  • DPropertySheet tabs can now be right clicked to quickly switch between tabs when they overflow DPropertySheet's width
  • Added Legal tab to Options menu
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Improvements

  • Automatically enable and disable hl2_episodic on map load depending on map prefix, to improve/fix gameplay on maps from Half-Life 2 Episodes
  • Updated TTT (Community Contribution)
  • Updated AI nodegraphs for gm_construct and gm_flatgrass
  • Minor changes to Spawnicon Editor - Added tab icons and sligltly improved performance
  • Updated language files (Community Contribution)
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Fixed

  • Fixed Half-Life 2 barnacle putting players into an invalid state if they are being eaten and the barnacle gets removed
  • Fixed Flechette Gun console spam and multiplayer effects
  • Left 4 Dead 1 map geometry no longer flickers (Unsupported $detailblendmode modes fallback to 0)
  • Fixed cables on Left 4 Dead 1 maps ( and probably post L4D1 maps too ) being invisible. SplineRope shader fallbacks to Cable shader
  • Half-Life 1 NPCs no longer can talk to acting NPCs, putting them into invalid state
  • Fixed particles with material proxies crashing the game
  • func_breakable will drop *_hl1 versions of the Half-Life 1 weapons
  • Fixed a small issue with Hydraulic tool which required players to press the button twice after initial spawn
  • Unknown Windows languages no longer crash the game when right clicking text areas
  • npc_metropoilce will acknowledge existence of multiple players in multiplayer
  • Certain player weapons (hl1, bugbait, etc) are no longer removed on map cleanup
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Features

  • Added support for $treeswaystatic
  • Middle Mouse Click on Hammer 3D view now acts as mouse look
  • Added SetWindDir( int ) input to env_wind
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Improvements

  • CBaseVPhysicsTrigger-based triggers set their solidity when their physics are created depending on whether they are enabled or not
  • Some minor fixes to triggers from newer Source Engine (Don't try to hurn disconnected players, trigger push lagcomp change, dead players can no longer touch triggers)
  • Switched Lag Compensation back to local coordinates from absolute ones to fix vehicle seat position shifting
  • Better multiplayer support for env_zoom and point_viewcontrol
  • env_screenoverlay will now disable its overlay if it was enabled when it is removed
  • Updated BASS.DLL to 2.4.14-mp3free
  • Some (Inputs/Outputs/targetnames) Hammer Drop Downs will size themselves to fit up to 15 elements at the same time instead of the old random 5 to 9
  • Adjusted colors of Source Engine checkboxes for better contrast
  • VRAD and VBSP no longer check for model versions (but still display warnings)
  • Use table.IsEmpty instead of table.Count where possible (Community Contribution)
  • Updated VRAD to the latest TF2 version we have (Feb 2016)
  • gmad.exe now auto ignores thumbs.db and desktop.ini
  • lua_error_url is reset when player starts a local multiplayer game and will receive the proper GMod version
  • Reset active gamemode on client after exiting a server to prevent crashing when starting a new game
  • Forced net_maxroutable to its default value on level init to hopefully fix getting stuck on the loading screen
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Fixed

  • Fixed func_detail smoothing groups not working (Community Contribution)
  • Fixed OnFlashlightOn/Off not working for logic_playerproxy
  • Removing physics object of a Jeep or Airboat will no longer crash the game server, but you still shouldn't do it
  • Prisoner Pods/Chairs and Airboats update water level of their drivers just like Jeeps do
  • Fixed Hammer crashing when trying to load over 1024 models at the same time and other stability improvements
  • Fixed a server crash issue when an entity has "angle" key value (opposed to "angles")
  • Fixed a server crash issue when Player.SendLua has created a Lua error
  • Fixed "starts locked" spawnflag not working on spawn for func_rot_button
  • Clientside Lua errors will no longer be sent to servers from previous client connection
  • Fixed crash exploit when overriding material with certain naughty materials
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Features

  • Added SURF_SKY2D
  • Added DISPSURF_ enums
  • Added SurfaceFlags and DispFlags to TraceResult
  • Added net.BytesLeft
  • Added ImageCheckBox.Set/GetChecked
  • Added Entity.GetModelContents() = int
  • Added table.IsEmpty (Community Contribution)
  • Nextbot.BecomeRagdoll returns the ragdoll it created, if one was created
  • Added Panel.GetTooltip() and Panel.GetTooltipPanel() (Community Contribution)
  • Added MarkupObject to the registry (Community Contribution)
  • Player.Set/RemovePData() now return whether they were successful or not (Community Contribution)
  • Added PathFollower.PriorSegment
  • Added PathFollower.NextSegment
  • Added DNumberWang.Get/SetInterval (Community Contribution)
  • Added ENT.MaxWorldTipDistance and improved implementation of ENT:BeingLookedAtByLocalPlayer (Community Contribution)
  • Added DHorizontalScroller.GetCanvas
  • Added DHorizontalScroller.ScrollToChild
  • Added DHorizontalScroller.SetScroll
  • Added support for ENT:DoImpactEffect for "anim" entities
  • Added ents.CreateClientside
  • Added Entity.GetEntityInUse
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Improvements

  • Switched steamworks.FileInfo to ISteamUGC and added "children" and "error" keys (error will only appear as the only key in case of an error)
  • point_viewcontrol is no longer filetered from game.CleanUpMap()
  • halo.Add() with no entities will no longer try to draw empty halo
  • PlayerSilentDeath is called at a time which is more consistent with PlayerDeath hook
  • Panel.SizeToChildren() and Panel.ChildrenSize() no longer count panels marked for deletion
  • Panels marked for deletion will also no longer affect Dock()ing, just like invisible panels don't
  • file.Rename now forces filenames lowercase (both arguments)
  • file.Open now forces filenames lowercase for writing and reading from the data folder
  • file.* functions automatically remove double or more consecutive slashes
  • Error and ErrorNoHalt no longer have the 512 character limit
  • OnEntityCreated is now called when it is expected - when the entity is created (instead of when the entity is first pushed to Lua, which sometimes was never)
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Fixed

  • Entity.GetBrushPlane no longer returns garbage for non brush models
  • error() no longer crashes with certain inputs and no longer cuts off text weirdly before and after symbol "]"
  • SWEP.DrawAmmo now disables correct HUD elements
  • DCategoryList.SetBackgroundColor now has an effect
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Removed

  • Removed MarkupObject:Create (Community Contribution)
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Features

  • Added basic Steam Rich Presence support
  • Added Half-Life: Source Turrets to the spawnmenu
  • Added more Half-Life: Source entities, including all the weapons
  • Added right click option to tool material and model selectors to be able to copy the model and material paths
  • Added icons to most right click menus in the spawnmenu
  • Sandbox hint notifications now support dynamic keybind display
  • Added recent news feed to the main menu
  • Added Blade Symphony map to its proper category (Community Contribution)
  • Added spawn effect for spawned SWEPs
  • Added Borderless Windowed setting to the Options menu
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Improvements

  • Doubled the amount of servers shown per gamemode in the server list
  • Blood decals from shooting NPCs and Players can now be stuck to props too, not just world
  • Main menu backgrounds no longer load while in the loading screen
  • Updated TTT
  • Updated some Team Fortress 2 map icons and added missing ones
  • Last played map will now scroll into view when opening new game menu
  • Improvements to player animations on longer uptime servers, so they won't look weird/buggy
  • Finger Poser can now be used on any entity
  • Changed Half-Life: Source Turret translations to not include the "Ceiling" part
  • Half-Life: Source Turrets & Barnacle now react properly to Disable AI and Ignore Players settings
  • Updated language files, translated context menu bar and most Spawnmenu right click menus
  • "Wireframe" and "Minecraftify" now properly display their sv_cheats requirement
  • "gmod_drawtooleffects" now also hides the toolgun tracer effects
  • "notarget" and "god" console commands can now be used in multiplayer (Still require sv_cheats)
  • Fixed some sounds not playing on Half-Life: Source maps
  • Updated Options menu keybinds to be more descriptive
  • Spawnmenu icon editor no longer displays an empty Bodygroups tab
  • Server list stops refreshing upon joining a server or switching between server list types (Internet, LAN, Favorites, etc)
  • "Stop Refreshing" button is no longer hidden while browsing servers of a gamemode
  • Reduced ranking impact of empty servers, increased ranking impact of full servers
  • Server ranking based on player count now starts earlier, enabling smaller servers to be more noticeable
  • npc_sniper's laser will properly represent the maximum distance the sniper can see for
  • Adjusted Half-Life: Source NPCs difficulty settings to their "Normal" values
  • Half-Life: Source Scientists will talk more with each other to match the original game
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Fixed

  • Fixes toward console warnings without any mounted games
  • Fixed prop_effect not being duplicatable
  • Fixed some addon entities not being targetable by the properties system
  • Houndeyes and Human Grunts no longer use same squad names causing console spam and slowing down servers
  • Fixed Combine APC placing a red laser dot on players
  • Fixed Half-Life: Source NPCs crashing the game server in some cases
  • Changed Half-Life: Source leech to use its Half-Life: Source model
  • Fixed localization breaking when the game has too many search paths (addons)
  • Fixed props in certain case (like on some Half-Life: Source maps) not receiving light from flashlights
  • Fixed not being able to delete presets
  • Fixed Half-Life 2 Pistol accuracy for NPCs to be like in Half-Life 2
  • Fixed func_breakable drop table on Half-Life: Source maps
  • Fixed Half-Life: Source headcrab sounds
  • Fixed Half-Life: Source doors being silent when locked compared to the original game
  • Fixed Half-Life 2 Suit Charger animations with the citadel flag
  • Fixes made so mods and players can adjust Half-Life: Source NPC difficulty settings via their console variables (sk_*)
  • Fixed last flex being hidden unintentionally in the Faceposer Tool
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Features

  • Added "distance to camera" button for func_areaportalwindow's FadeStartDist/FadeDist keyvalues in Hammer Editor
  • Added GMod specific mapping key values to more entities such as prop_door_rotating, func_brush in Hammer Editor
  • You can now use Middle Mouse Click to pan 2D views in Hammer Editor
  • Added func_detail_blocker support
  • Added support for -allowdynamicpropsasstatic to vbsp.exe
  • studiomdl.exe now can handle infinite bodygroups instead of just 32
  • Lua cache of the client gets reset on disconnect
  • Added fallback textures for "painted" skybox to prevent console warnings and allow cubemaps to be built with the "painted" skybox
  • Added SetMaxLookDistance (float) input to all NPCs (It's also added to the .fgd)
  • Added Half-Life: Source ammo types and their Console Variables
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Improvements

  • Unsupported staticproplump versions will now exit the game with a neat-ish message
  • Added support for staticproplump v11 including scale (visually only), makes the CS:GO battle royale map work
  • Translated shaders "lightmapped_4wayblend" to "LightmappedGeneric" and "grass" to "UnlitGeneric"
  • Restored activator filter func_door functionality from Half-Life: Source
  • Removed leftover debug output from Remove property
  • Half-Life: Source Human Grunts no longer spam console about forming squads
  • Automatically switch the default detailsprites material for an Half-Life 2: Episode 2 one if the map appears to have Episode 2 detail sprites
  • Prevented Sandbox spawning console commands from generating errors when entered into Dedicated Server console
  • Added default value for gordon_precriminal criteria so citizens won't greet the player if they're not a criminal
  • Increased limits:
  • * MAX_MAP_ENTITIES - 8192 to 20480
  • * MAX_MAP_AREAS - 256 to 1024
  • * MAX_MAP_BRUSHES - 8192 to 16384
  • * MAX_NODES - 1500 to 4096
  • * Displacements - 2048 to 5500
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Fixed

  • env_wind can no longer freeze the server when improperly configured
  • Fixed prediction errors when noclipping and changing underwater state
  • Client precipitation never tries to bind a NULL material causing console spam
  • Added GameData key to gameinfo.txt, fixing instances in vbsp.exe and reducing unnecessary output
  • Clientside Lua files are no longer rehashed multiple times during loading
  • Applied a fix for custom detail/detailsprites textures with different aspect ratios from the default one from Valve Developer Community
  • Console command "fogui" no longer overrides console variables on game start causing inconsistencies with the fog and farz between different clients