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schedule 28 October 2016
Devblog

October 2016 Update #2

A new update has been released! This update is optional. However, I'd recommend that you update any servers you are running. Clients will automatically update via Steam when the game is restarted.
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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)