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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
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    Added episodic effects for env_screeneffect
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    Spawnmenu NPCs are now capable of more actions
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Improvements

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

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

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

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

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

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

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

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

  • •
    Removed fingerprint functionality from beacons
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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
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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
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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
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Fixed

  • •
    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