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Changes

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

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Features

  • Addon spawnlists are now separated
  • Added episodic effects for env_screeneffect
  • Spawnmenu NPCs are now capable of more actions
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Improvements

  • Gonarch (monster_bigmomma) can now be killed on maps that are not from Half-Life: Source
  • Updated default damage for HL:S 9mmAmmo type to their proper values
  • Renamed flechette gun icon so it properly appears in the spawnmenu
  • Don't load new images background when in-game
  • Background images are now unloaded on change
  • Godmode is no longer enabled by default in Sbox MP
  • sbox_persist changes are now applied as the convar changes
  • Player model selector will always fit game window
  • All props can now be ignited
  • More entities can now be selected by holding C & right clicking on stuff
  • Attack Helicopter now takes 6 or so rockets to die in Sandbox
  • Increased max Field Of View from 90 to 100
  • Resized all backgrounds to be under or equal to 1080p
  • Updated hitboxes on the fast zombie player model
  • Slightly improved performance of player animations
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Fixed

  • Fixed certain HL:S npcs having broken materials
  • Fixed regresssion when player dies on a ladder
  • Fixed a possible regression with Favorites server list
  • Fixed an issue with Paint Tool where paitning below your feet didn't work
  • Fixed pulley constraints in maps being completely broken
  • Fixed physgun's controller not releasing entities properly when the physgun is removed
  • Fixed CRC comparison errors with autorefresh and AddCSLuaFile() calls
  • Fixed drag'n'drop in spawnmenu get stuck to the cursor in a certain case
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Features

  • player.GetCount()
  • ents.GetCount()
  • Added a second parameter for Player.Give - boolean, set to true to not give any ammo ( at all ) when the weapon is given
  • Scrollbar - Allowed to have no up/down buttons
  • Override spawnlist NPC health option
  • Added FireBulletsInfo.IgnoreEntity
  • 3000-range anim events from SWEPs are now passed to SWEP:FireAnimationEvent
  • game.GetGlobalState
  • game.GetGlobalCounter
  • game.SetGlobalState
  • game.SetGlobalCounter
  • Weapon.SetLastShootTime
  • render.OverrideBlendFunc
  • BLEND_*
  • GLOBAL_*
  • Added EF_FOLLOWBONE enumeration to Lua
  • Added a 4th argument to util.Decal - ignore entity
  • Added 2 more types to GM:ChatText - servermsg and teamchange
  • Added DFrame.GetTitle()
  • Add headers argument to http library functions
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Improvements

  • Made SWEP.PrintName shared
  • game.AddAmmoType now overrides duplicate names
  • math.IntToBin micro optimisation
  • Prevented Player:CanUseFlashlight() from returning nil
  • Improved Entity:GetKeyValues to show actual values of keys and to show ALL keys
  • Angle() can now also accept only 1 argument, to match the Vector()
  • Optimized draw.RoundedBox(Ex) a bit
  • Optimized DNumberScratch
  • Minor optimisation of GM:MouthMoveAnimation default action
  • timer.Exists will now return false for timers with deleteme flag
  • Player.SetEyeAngles will now only work on local players when used clientside
  • Entity.GetKeyValues will convert boolean values to integers instead, for compatibility with SetKeyValue
  • Entity.IsRagdoll no longer throws Lua errors when used on invalid/NULL entities, returns false instead
  • Entity.IsRagdoll nows return false where it used to return no value
  • Moved Material() extension to shared
  • If Steam says the a game is not installed - it is not installed. ( Mountable games list )
  • Entity.PrintMessage clientside will appear as type "none" in GM:ChatText
  • Increased maximum panel size, position and clipping data sizes to fix a problem with spawnmenu addon list breaking when trying to show too many addons
  • <gamemode>.txt convars now have LUA_SERVER flag and can be hooked onto with cvars.AddCallback
  • Panel.OpenURL now also works with "about:blank"
  • Clamped possible values of render.SetLightingMode to 0-2 to avoid crashes
  • render.Capture now has an "alpha" option ( default true ) that allows to disable alpha on the captured image
  • Player.ScreenFade is now shared
  • GM:RenderScreenspaceEffects will no longer be called with ViewData.dopostprocess set to false
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Fixed

  • Fixed a little issue with DCheckbox convar support
  • DNumSlider.IsHovered now works properly
  • Fixed widget_base producing Lua errors
  • Fixed changing Lua variables of SWEPs in hooks such as GM:WeaponEquip not being applied to engine functions instantly
  • Fixed first HUD_PRINTCENTER message being wrong color
  • Fixed a crash issue with Panel.GetChild
  • Fixed Entity.GetPoseParameterName crashing the game with invalid values
  • Fixed an issue with string.GetFileFromFilename
  • Fixed Weapon.LastShootTime being always 0 serverside
  • Player.SetMuted()'s first argument now actually works
  • DComboBox.Clear now resets the selected item
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Features

  • Added hooks to allow easier modification of corpse id/search behavior
  • Added check if player is alive when testing players
  • Added C4 Hooks
  • Added some useful things
  • Added check if player can carry loadout weapons
  • Added GenerateNewEquipmentID() to avoid overriding Equipment IDs
  • Added new "TTTCanOrderEquipment" hook to prevent people from buying equipment
  • Added new "TTTSelectRoles" Hook
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Improvements

  • Streamlined and better options
  • Force all players to innocents on preparing
  • Micro-optimization
  • Call GM:PlayerLoadout as hook
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Fixed

  • Fixed C4 wire cut sound error
  • Fixed very old C4 Bug
  • Fixed for traitor buttons having awkward init/render behavior
  • Fixed missing background of score panel
  • Fixed enter button for disguiser
  • Fixed a Lua error regarding weaponry
  • Fixed Anti-AFK Exploit
  • Fixed End Round Timer not stopping when forcing round restart
  • Fixed spectator mode not syncing after level change
  • Fixed silenced pistol retaining sights despite holstering
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Removed

  • Removed fingerprint functionality from beacons
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Features

  • Entity.GetFlexIDByName
  • Player.SimulateGravGunPickup
  • Player.GetPreferredCarryAngles
  • Added ITexture.__tostring
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Improvements

  • GetConVar moved from C to Lua, results are now cached
  • IMaterial.__tostring now acts more similarly to other __tostring metamethods in the game
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Fixed

  • game.CleanUpMap no longer crashes when called too early on maps containg AI nodes
  • game.GetTimeScale/game.GetSkillLevel now return nothing when called too early
  • Entity.GetPoseParameterName no longer crashes when given an invalid input
  • RunConsoleCommand's error message now ends with a new-line when trying to run a blocked command
  • render.PopFilterMag/render.PopFilterMin now properly apply changes when the filter stack is emptied
  • render.Pop* functions no longer crash the game when over-popping
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Features

  • Added '-nogammarmap' command-line parameter. This will disable the game's built in gamma correction and use your system's settings
  • Hunter helicopters now perform behaviour from Half-Life 2: EP1 and EP2
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Improvements

  • Server browser now shows more servers and ranks them slightly differently
  • Burning props no longer have their gibs ignited on destruction. This was causing some performance issues
  • Disabled the VGUI hotkey system (freaky internal behaviour that made ampersands work weirdly)
  • Improved error messages when failing to initialize the Steam API
  • Updated resource/HALFLIFE2.ttf
  • Re-enabled some fixes for d1_trainstation_05/ep2_outland_01 plug sockets
  • Improved performance of voice-chat mouth movement animations
  • Improved performance of traces (traces that have a function as their filter no longer have the filter called way too many times)
  • Improved performance when checking if entities have a RenderOverride method
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Fixed

  • Fixed some animations not looping (e.g. noclip animation)
  • Game no longer crashes when applying decals to models with a high amount of polygons
  • Fixed buggy behaviour when a player dies whilst climbing a ladder
  • Fixed crash that occured when printing some characters to the console when Windows is set to use certain non-english languages
  • 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