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Changes

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

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Improvements

  • Improved error messages when trying to create addons
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Features

  • Added "Fetching Subscriptions" progress window to the main menu
  • Added boolean parameter to render.RedownloadAllLightmaps to apply lighting changes to static props
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Improvements

  • Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
  • Adjusted HL2 weapons' idle times to match sv_defaultdeployspeed ConVar
  • Deploy animation of the fists SWEP now obeys the sv_defaultdeployspeed ConVar
  • Automatically named procedural texture names (__vgui_texture_XXX) are now recycled to help avoid "CUtlRBTree overflow!" engine error
  • Removed the unnecessary check for whether the user owns Source SDK Base 2006
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Fixed

  • Player shadows no longer get clipped within the players' render bounds
  • Inactive weapons' shadows are no longer drawn in 3rd-person mode
  • AvatarImage panels' fallback image no longer (sometimes) renders at the incorrect size
  • Numeric values inside DComboBox are now sorted properly
  • Using the light tool on the world will no longer cause errors
  • Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
  • Fixed mounting of gamemodes/*/content for gamemodes inside GMAs
  • Fixed PreCleanupMap hook not being called on client
  • Fixed a crash related to rendering many ropes in a single frame
  • Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
  • Fixed compression artifacts that were on the gui/corner... materials
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Removed

  • render.RedownloadAllLightmaps defaults to old behavior (The original change was slow and caused issues on large maps)
  • Undone EffectData() changes from the latest update (until we find a way not to break ShellEject effects)
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Features

  • Mouse sensitivity can no longer be set greater than 10,000
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Improvements

  • Updated SQLite version from 3.6.23.1 to 3.12.2
  • Updated FreeImage version from 3.15.3 to 3.17.0
  • Updated BASS to version 2.4.12
  • Client->Server bandwidth is no longer constantly increased whilst keys are being held down
  • SENT/SWEP render groups now default to the engine's default instead of OPAQUE
  • Lua console commands are now removed on disconnection/level change
  • Receiving non-existant replicated ConVars no longer spams the console with warnings
  • VGUI panels created by the engine can no longer be removed by Lua
  • Entities now have the modelscale keyvalue and SetModelScale input from newer versions of Source
  • 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
  • Clientside auto-refresh no longer depends on the placement of serverside AddCSLuaFile calls
  • Updated SourceSDK/HL2 content
  • g_sky shader can now display up to 3 star layers
  • env_skypaint positions star textures based on the client's time instead of the server's time (fixes some jittery movement for internet games)
  • ClientLeafSystem can now contain many more entries
  • PNG/JPEG textures/materials are now properly garbage collected and will be free'd on a level change
  • Certain addons will no longer cause water reflections/refraction to stop working properly
  • Sprites now render facing the correct direction in mirrors and water reflections/refraction
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Fixed

  • Trying to load a texture with an empty name no longer leaks memory
  • Vehicles no longer crash the server when attempting to disable their engines too soon after being spawned
  • Manhacks without a valid physics object will no longer crash the game
  • prop_dynamics entities no longer crash the game when created too early
  • func_precipitation no longer crashes when using an unsupported precipitation type (fixes issues on some L4D maps)
  • Multiple issues caused by weapons with having no owners no longer crash the game
  • menu_cleanupgmas console command no longer crashes when the game is launched with -noworkshop
  • menu_cleanupgmas console command no longer freaks out when the client has 0 subscriptions
  • Auto-Refresh will no longer crash the game when files with a strange include-pattern exist, such as two files that load each other
  • Fixed dumpstringtable* console commands being registered multiple times
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Removed

  • Removed auto generated files to fix the "1 file failed to pass validation" on Steam after starting the game
  • Removed FCVAR_ARCHIVE from npc_height_adjust ConVar
  • Removed the func_physbox hack for d1_trainstation_05 as it seems to work without it now
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Features

  • Added new main menu backgrounds
  • env_skypaint now has an option to change the number of star layers rendered
  • Added reload_legacy_addons console command
  • Added gmod_drawtooleffects ConVar to hide certain tool UI and Effects
  • Added p2p_friendsonly ConVar
  • Added -noaddons command-line parameter which will disable legacy/folder addons when set
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Improvements

  • Added missing TF2 & L4D1 map icons
  • Updated all default spawnicons
  • Updated seats/chair models - more accurate physics mesh and additional Hitboxes to allow getting damaged in those seats
  • Updated Crossbow materials to remove pixelated reflections from the scope
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Fixed

  • NPCs no longer become invisible when a player noclips in to them
  • Certain vehicles/NPCs are no longer silent when spawned outside of the client's audible area
  • Fixed some PHX materials becoming completely invisible when they are rendered with an alpha less than 255
  • Fixed physics mesh for models\props_phx\gears\bevel90_24.md, arm_base_b.mdl & metal_plate_pipe.mdll
  • RPG launcher no longer spams sounds on first equip in multiplayer
  • Fixed Model Viewer background for Hammer
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Removed

  • Removed the "VehicleType:prop_vehicle_jeep" console message when entering vehicles
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Features

  • Added physgun_maxrange ConVar
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Fixed

  • Physgun beams no longer lag behind when moving non-MOVETYPE_VPHYSICS entities
  • Physgun angle-snapping no longer jitters between snapped/unsnapped when releasing shift/use
  • The Physgun can now only rotate NPCs without physics objects around their yaw axis
  • The Physgun no longer encounters gimbal lock when rotating around pitch axis