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What’s changed in Garry's Mod in each patch.
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Patch Name
December 2016 Update
Changelist Title
Lua API Changes
date_range
Monday, December 19, 2016
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Features
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Entity.GetFlexIDByName
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Player.SimulateGravGunPickup
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Player.GetPreferredCarryAngles
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Added ITexture.__tostring
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Improvements
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GetConVar moved from C to Lua, results are now cached
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IMaterial.__tostring now acts more similarly to other __tostring metamethods in the game
handyman
Fixed
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game.CleanUpMap no longer crashes when called too early on maps containg AI nodes
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game.GetTimeScale/game.GetSkillLevel now return nothing when called too early
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Entity.GetPoseParameterName no longer crashes when given an invalid input
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RunConsoleCommand's error message now ends with a new-line when trying to run a blocked command
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render.PopFilterMag/render.PopFilterMin now properly apply changes when the filter stack is emptied
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render.Pop* functions no longer crash the game when over-popping
Patch Name
December 2016 Update
Changelist Title
Game Changes
date_range
Monday, December 19, 2016
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Features
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Added '-nogammarmap' command-line parameter. This will disable the game's built in gamma correction and use your system's settings
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Hunter helicopters now perform behaviour from Half-Life 2: EP1 and EP2
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Improvements
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Server browser now shows more servers and ranks them slightly differently
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Burning props no longer have their gibs ignited on destruction. This was causing some performance issues
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Disabled the VGUI hotkey system (freaky internal behaviour that made ampersands work weirdly)
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Improved error messages when failing to initialize the Steam API
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Updated resource/HALFLIFE2.ttf
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Re-enabled some fixes for d1_trainstation_05/ep2_outland_01 plug sockets
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Improved performance of voice-chat mouth movement animations
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Improved performance of traces (traces that have a function as their filter no longer have the filter called way too many times)
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Improved performance when checking if entities have a RenderOverride method
handyman
Fixed
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Fixed some animations not looping (e.g. noclip animation)
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Game no longer crashes when applying decals to models with a high amount of polygons
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Fixed buggy behaviour when a player dies whilst climbing a ladder
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Fixed crash that occured when printing some characters to the console when Windows is set to use certain non-english languages
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Game no longer attempts to load vaudio_miles module. This caused issues for some people who had weird installations of the Source SDK on their system
Patch Name
December 2016 Update
Changelist Title
GMad
date_range
Monday, December 19, 2016
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Improvements
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Improved error messages when trying to create addons
Patch Name
October 2016 Update #2
Changelist Title
Change List 10.16
date_range
Friday, October 28, 2016
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Features
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Added "Fetching Subscriptions" progress window to the main menu
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Added boolean parameter to render.RedownloadAllLightmaps to apply lighting changes to static props
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Improvements
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Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
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Adjusted HL2 weapons' idle times to match sv_defaultdeployspeed ConVar
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Deploy animation of the fists SWEP now obeys the sv_defaultdeployspeed ConVar
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Automatically named procedural texture names (__vgui_texture_XXX) are now recycled to help avoid "CUtlRBTree overflow!" engine error
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Removed the unnecessary check for whether the user owns Source SDK Base 2006
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Fixed
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Player shadows no longer get clipped within the players' render bounds
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Inactive weapons' shadows are no longer drawn in 3rd-person mode
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AvatarImage panels' fallback image no longer (sometimes) renders at the incorrect size
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Numeric values inside DComboBox are now sorted properly
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Using the light tool on the world will no longer cause errors
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Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
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Fixed mounting of gamemodes/*/content for gamemodes inside GMAs
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Fixed PreCleanupMap hook not being called on client
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Fixed a crash related to rendering many ropes in a single frame
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Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
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Fixed compression artifacts that were on the gui/corner... materials
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Removed
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render.RedownloadAllLightmaps defaults to old behavior (The original change was slow and caused issues on large maps)
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Undone EffectData() changes from the latest update (until we find a way not to break ShellEject effects)
Patch Name
October 2016 Update
Changelist Title
Engine Changes
date_range
Monday, October 10, 2016
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Features
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Mouse sensitivity can no longer be set greater than 10,000
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Improvements
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Updated SQLite version from 3.6.23.1 to 3.12.2
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Updated FreeImage version from 3.15.3 to 3.17.0
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Updated BASS to version 2.4.12
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Client->Server bandwidth is no longer constantly increased whilst keys are being held down
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SENT/SWEP render groups now default to the engine's default instead of OPAQUE
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Lua console commands are now removed on disconnection/level change
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Receiving non-existant replicated ConVars no longer spams the console with warnings
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VGUI panels created by the engine can no longer be removed by Lua
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Entities now have the modelscale keyvalue and SetModelScale input from newer versions of Source
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NPC IK calculations are no longer networked from clients to the server, this means having a bunch of NPCs won't disconnect/lag clients horrifically
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Clientside auto-refresh no longer depends on the placement of serverside AddCSLuaFile calls
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Updated SourceSDK/HL2 content
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g_sky shader can now display up to 3 star layers
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env_skypaint positions star textures based on the client's time instead of the server's time (fixes some jittery movement for internet games)
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ClientLeafSystem can now contain many more entries
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PNG/JPEG textures/materials are now properly garbage collected and will be free'd on a level change
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Certain addons will no longer cause water reflections/refraction to stop working properly
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Sprites now render facing the correct direction in mirrors and water reflections/refraction
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Fixed
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Trying to load a texture with an empty name no longer leaks memory
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Vehicles no longer crash the server when attempting to disable their engines too soon after being spawned
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Manhacks without a valid physics object will no longer crash the game
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prop_dynamics entities no longer crash the game when created too early
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func_precipitation no longer crashes when using an unsupported precipitation type (fixes issues on some L4D maps)
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Multiple issues caused by weapons with having no owners no longer crash the game
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menu_cleanupgmas console command no longer crashes when the game is launched with -noworkshop
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menu_cleanupgmas console command no longer freaks out when the client has 0 subscriptions
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Auto-Refresh will no longer crash the game when files with a strange include-pattern exist, such as two files that load each other
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Fixed dumpstringtable* console commands being registered multiple times
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Removed
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Removed auto generated files to fix the "1 file failed to pass validation" on Steam after starting the game
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Removed FCVAR_ARCHIVE from npc_height_adjust ConVar
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Removed the func_physbox hack for d1_trainstation_05 as it seems to work without it now
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