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schedule 19 February 2019
Update

February 2019 Update

Half-Life: Source entities and developer tool improvements

Rubat
Programmer
Parts Unknown
This update brings another bunch of improvements to the Half-Life campaigns. We have added most of the remaining Half-Life: Source entities, including all of the weapons. We have also fixed a few issues with Half-Life campaign visuals and audio, such as some Half-Life: Source maps missing their music and ambient sounds, as well as some props not receiving light from player flashlights and the Lamp tool. Half-Life 2: Episode 2 maps also have visual fixes - detail sprites which are used by the tall grass on many open maps are also fixed. This fix also affects any custom maps that use detail sprites from that game. We have also added a Borderless Window option to the Video settings, so you no longer have to mess with Launch Options in Steam to get this functionality. Steam Rich Presence support was added in this update, so now you can see what your friends are playing. And finally the update contains some nice changes to the Hammer Editor as well as the map and model compilation tools, such as increased limits and new features for the Hammer Editor, which gives content creators more freedom when making maps and models. You can find full and detailed changelog of what was changed and what new stuff was added below.
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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
handyman

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
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Features

  • Added input.WasMouseReleased( key )
  • Added surface.GetAlphaMultiplier()
  • Added surface.GetDrawColor()
  • Added surface.GetTextColor()
  • Added Entity.IsMarkedForDeletion()
  • Added hook GM:PlayerClassChanged
  • Added hook PANEL.OnSizeChanged( newW, newH )
  • Added hook NextBot.FireAnimationEvent clientside hook
  • Added hook NextBot:HandleAnimEvent
  • Added 4th argument to DComboBox.AddChoice - icon (Community Contribution)
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Improvements

  • Added names to the "A net message is already started" message to help pinpoint the message source
  • PANEL.OnScreenSizeChanged now has 2 arguments - the old width and height
  • ModelImage.SetSpawnIcon will no longer display an error image when given non-existent .png, now displays the usual broken image material
  • Wordclicker view model animations now use proper variables for 2nd and 3rd viewmodels, instead of using the variable for the 1st view model
  • Entity.EnableConstraints( false ) now deletes the constraints (experimental)
  • DModelPanel now properly works when being dragged by the drag'n'drop system
  • Deletion of orphaned entities no longer deletes world or players
  • You can no longer call Entity.SetParent on world
  • PNG and JPG textures are now loaded without automatic conversion to Power of 2 sizes
  • Panel.IsEnabled now visibly affects DMenuOption
  • Invisible children of DHorizontalScroller will no longer affect position of the visible panels
  • Entity.Fire and Entity.Input also support booleans just like GM:AcceptInput
  • Player classes are set on all clients automatically clientside
  • Player classes are initialized as soon as they are set on a player, instead of whenever a first hook call happens
  • Display a message when an scripted entity was refused to be loaded due to missing Base and Type keys
  • Display a console warning when scripted_ents library was overridden and is no longer a table instead of silently doing nothing
  • More friendly errors when the weapons library is overridden with a non table
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Fixed

  • Fixed Player.Say appending a trailing space
  • Fixed ViewModelFlip stopping worldclicker aiming animation for view models
  • Fixed SpawnIcon's SetSize affecting the child element's size too late
  • Fixed a crash issue with ModelImage.SetSpawnIcon
  • Fixed EmitSentence() not working on clients
  • DLabel and its derivatives can be properly dropped with drag'n'drop when they are not initially pressed
  • Invalid panels for tooltips will no longer create errors
  • Fixed table.GetWinningKey with keys lower than -10000 (Community Contribution)
  • Fixes for toolgun Think not running in edge cases (Community Contribution)
  • Fixed gmod_(admin_)cleanup not updating Player.GetCount on clients properly
  • Fixed Entity.GetTable being recreated when one already exists upon loading the entity table from .lua file
  • Fixed engine.ActiveGamemode() not returning current gamemode correctly in clientside autorun scripts
  • Fixed Panel.GetTextSize() only working after the text has been rendered at least once