Garry's Mod Wiki

Update Preview Changelog

This page contains upcoming changes to the game in the next update. The update date is available on the Steam News section for Garry's Mod.

The update is already accessible on the dev beta branch, and possibly on the prerelease beta branch.

Game Changes

Additions

  • Added 3rd skin to Combine Soldier player model that uses the Combine Soldier texture from Half-Life: Episode 2

Fixes

  • Added a model for npc_missiledefense + code adjustments so it works better
  • Fixed props_phx\trains\tracks\track_switch2.mdl physics model (Community Contribution)
  • Enabled Half-Life 2: Episode 2 flinching behaviors for npc_zombie
  • Fixed Zombie and Zombine blood color being Yellow/Green instead of Zombie
  • Fixed some models not producing flashlight shadows
  • Material tool now more consistently affects flashlight shadows when making glass into metal, etc.
  • Fixed Shotgun/Annabelle fired by NPCs not having any bullet tracers
  • Antlion Grub death ragdoll now inherits color/material from the NPC
  • Fixed Gravity Gun/Physics Gun world model
    • It is no longer changing its light level based on rotation (fixed normals)
    • Added 3rd skin specifically for the mega gravity gun
    • Adjusted model origin to better match the HL2 model (we are using HL2DM one) for NPC animation interactions
    • Fixed physics model not matching the visual model
  • Fixed Tool Gun world model light origin
  • prop_vehicle_apc fixes (Combine APC vehicle)
    • Add missing attachments to Combine APC model - So the player's view is not in the ground if they somehow got into the APC
    • You can now actually exit the APC if you got into an unlocked one
    • Non locked APC now starts the engine when entry animation ends
    • Do not play locked sound for non locked APC when trying to enter it
    • Apply same restrictions on APC as the Jeep has (properties & PhysGun) to prevent crashes/crazy physics
  • Fixed underwater ambient sound never playing
  • Fixed some sounds, such as Zombine sounds, not playing without Half-Life 2 mounted
  • Fixed fire effect not working correctly for certain built in props (props without hitboxes defined). This affects all PCF particles.
  • Fixed freezes when removing large amount of entities in Sandbox in one tick (Such as undoing Dupes)
  • Fixed player wall slams playing sounds of the last ground entity the player was on instead of the wall material the player hit
  • Fixed Sandbox tools showing color alpha selectors when alpha is unused by the tool
  • Fixed wood_wire_angle* props spawning glass gibs
  • Fixed PHX glass props spawning gibs in 1 spot
  • Fixed dissolve effect visuals on models without hitboxes
  • Fixed normal map for Shotgunner Combine Soldier player model
  • Updated Nova Prospect Combine Soldier player model materials to support player colors and be more consistent with other combine player models visually
  • Fixed Odessa and certain male citizen player models having their lips sealed shut
  • Fixed Steam Workshop downloads not mounting gamemode files when joining servers if the addon was not subscribed to/mounted beforehand
  • Fixed Sun Editor not inheriting map values on spawn properly
  • Fixed decals on high poly models spazzing out across the whole map
  • Fixed "Edit entity" property creating Lua errors when the entity was removed after menu has opened (Community Contribution)
  • Scale JIGGLE_IS_BOING jiggle bones with bone scale as well
  • Fixed player model eyes pointing to X axis when paused in singleplayer
  • Fixed Lua errors when NPCs try to use Fists and Camera SWEPs
  • Fixed smscorch2_subrect.vmt having wrong texture offset (Fixes SmallScorch decal drawing incorrectly sometimes)
  • Fixed NPCs being unable to pickup constrained (in Hammer) weapons on Half-Life 2 campaign maps
  • Fixed Lua error counts in Problems panel being covered up by the Copy to Clipboard button
  • Fixed killfeed showing neutral/fearful NPCs as friendly when killed by the player
  • Replaced Barney's face texture on Half-Life 2: Episode 1 maps with the correct one
  • Fixed player model faces (such as Alyx or GMan) in multiplayer (flexes flickering, or being set to wacky values, resulting in sideways mounts)
  • Potentially fixed voice chat breaking for specific players until restart
  • Fixed Combine Soldiers using rifle walk/run animations with shotguns
  • Fixed Ravenholm skybox texture on the HL2 map with Hunter-Chopper fight
  • Fixed server list single server refresh not removing weird symbols from server name (Community Contribution)
  • Fixed some late-game Portal 1 maps missing their elevators
  • Fixed Portal 1 energy pellet having a missing texture
  • Prevented opening chat with cl_drawhud 0 locking you out of main menu/console
  • Make Pistol weapon use its empty animations when the magazine is empty
  • Fixed draw animation for Crossbow when it has no bolt loaded
  • Implemented partial support for Military Conflict: Vietnam maps (Static Lump v12, lightmap size increase when needed)
  • Implemented a tiny fix for dynamic lights (Light tool) when lighting bumpmapped materials
  • Fixed hunter_flechette.mdl so Flechette Gun (and Hunter NPC) projectiles fly straight, not slightly tilted
  • Fixed Flechette Gun being able to shoot through thin walls
  • Fixed sounds played via env_microphone entity not producing subtitles
  • Fixed single character folders not working for textures on Linux, causing certain maps to have no textures at all
  • Made jump/land sounds play for non local players
  • Fixed Toolgun trace not hitting parented props again (Community Contribution)
  • Fixed buggy behavior of Half-Life: Source crossbow with its zoom (By removing the "instant" attack mode)
  • Fixed Half-Life: Source crowbar hit sounds not playing in multiplayer
  • Fixed door opening animations not always playing for door03_slotted (also fixed skin support)
  • Fixed certain door models with handlebar hardware type having incorrect lighting
  • Fixed door skins 13 and 14 having broken handlebar texturing

Changes

  • Strip out more obnoxious symbols from server names
  • Allow copying server name from detailed server view
  • Added a copy text button to server disconnection popup
  • Updated some weapon icons with poor contrast
  • func_conveyor now pushes physics props as well
  • Better match view model hands (gloves) for male11, male12, male17 and MossmanArctic player models
  • Striders now fall to the ground if moved via physics gun. This also addresses the bug where Antlion Guard can launch the strider into the sky infinitely
  • Potential Sandbox gamemode memory usage improvements (especially for dedicated servers)
  • Fire a problem when Workshop downloads fail when joining a server
  • For highest severity problems (addon download failures), fire an overlay notification similar to Lua errors to let the player know there was an issue while joining a server
  • Updated server version mismatch disconnect messages to directly say which side (client or server) is the problem
  • Better spawnicon generation for view models
  • Changed damage indicator materials
    • For full screen damage effects, use a "vignette" type texture
    • For other effects, use $linearwrite material to reduce banding
  • Disabled "player is dead" red screen effect
    • It was not applied consistently to all deaths, and it is kinda unwanted for Sandbox type game
  • Move drown and crush damage effects from UTIL_ScreenFade to damage indicator (so it uses new effects that do not flash the entire screen)
  • Make burn damage indicator effect more orange
  • Make DMG_ACID screen effect separate and different from radiation damage effects, now has green-ish tint
  • DMG_PLASMA no longer makes the screen just half black (now has cyan effect), and changed the associated sound from infinite loud thing to the burn damage effect
  • Changed gun firing sounds from 140dB to 105dB to be less loud and high distances, and be consistent with other weapon sounds, such as the Crowbar
  • Made Annabelle in player's hands produce same shooting sound as NPCs do
  • Updated language files
  • Make plastic materials emit some particles on bullet hit (Affects props like the blue barrel, Lamarr cage, etc.)
  • Stop NPC_Citizen lobbing healthkits at injured NPCs, because NPCs can't pick them up (Episode 2 map)
  • Made Combine Shotgunner Playermodel texture have colorable eyes (Community Contribution)
  • Added 2koth_ and cppl_ maps to TF2 category, icons for new TF2 maps
  • Reworked internal workings of Finger Poser to add modding support to it - now also shows right hand as a right hand
  • Duplicator tool changes
    • Improve rendering of the duplication bounds when intersecting with world
    • Improve spawn position calculation to avoid spawning duplications in walls
    • Show selected duplication name/icon in context menu
    • Duplicator uses icons instead of text for required workshop addon status
  • Fixed Faceposer using incorrect (different from the range shown in UI) flex range when setting the values on the server
  • Dynamic resupply entity changes (half-Life 2 campaigns)
    • Use Player's max armor value instead of hardcoded 100
    • Use "canon" values for max ammo of each ammo type (instead of 9999), so it spawns more useful ammo types instead of shotgun ammo most of the time
  • Added color support for Arctic player model (Community Contribution)
  • Updated Rebel texture sheets (NPC and player models) to fix a small texturing issue on the gloves (Community Contribution)
  • Fixed Alyx playermodel coloring covering some wrong areas (Community Contribution)
  • Updated AR2, Flechette Gun and SLAM spawn icons for consistency with all the other icons
  • Spawnicon Editor can now be resized
  • Case insensitive search and arrow key animation switching for spawnicon editor (Community Contribution)
  • Apply some Half-Life 2 killicons to some Half-Life: Source weapons that look similar

Deletions

  • Removed auto generated server list flags - It's been long enough for people to adjust to setting sv_location

TTT Changes

  • Add weapon group spawnflags to ttt_random_weapon (Community Contribution)
  • Made "Confirm Death" button get disabled if pressed, like "Call Detective" button already does
  • Added TTTRadarScan hook (Community Contribution)
  • Fixed auto weapon spawning on non-TTT maps (Community Contribution)
  • Visual fixes for TTT weapons in singleplayer (Community Contribution)
  • Fixed hover visuals for credits store icons getting stuck (SimpleImage PaintOver handling)

Technical Changes

Additions

  • Added screenspace_general_8tex shader
    • This is the same as screenspace_general, but binds 8 texture samplers
    • New material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7
  • Added SurfaceName to trace concommand
  • Added a few new features to prop_vehicle_jeep
    • DisableRadarDetectEnemies, EnableHazardLights, DisableHazardLights, ReleaseBusterFromCargo Hammer inputs
    • NoHazardLights key value
  • Added new spawnflag for func_tracktrain - GoldSrc rotation
  • Build and ship mksheet.exe (for particle sprite sheets)
  • Added EnableSpotlight Input to npc_cscanner
  • Restored sv_showhitboxes convar
  • Added "damage" keyvalue to crossbow_bolt entity
  • Implemented STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE flag support for model flexes
  • Implemented $pointsamplemagfilter shader parameter for LightmappedGeneric shader
  • Added ability for Spawnmenu NPCs (Sandbox) to randomize their model on spawn (Community Contribution)

Fixes

  • Improve dedicated server workshop error handling
    • Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
    • Fixed retry logic for collection info polling
  • Fixed multi-bone static prop models flashing across the map randomly
  • Fixed crashes (on game exit?) to do with HTML panels (CEF)
  • Improve TWOPASS model detection & make alpha-tested materials be considered opaque
    • (Sub)Material overrides now affect depth passes
    • Fixed rapidly loading models (like from dupes) affecting model's translucency flags for the rest of the session
  • Prop Spawn effect works better with depth pass
  • Do not draw effect rings in the Depth Pass (Community Contribution)
  • "Fixed" certain built-in weapons rendering effects in opaque pass
  • Remove forced RENDERMODE_TRANSCOLOR from Balloon entity, so it gets correct render group and renders in the depth pass
  • Fixed entities with material overrides being in the wrong render group if the previous frame changed the material's opacity
  • Fixed an infinite loop crash with Inverse Kinematics on certain models
  • Fixed potential crashes with malformed models
  • Fixed net_graph lerp value precision (TF2 SDK Community Contribution)
  • Internal fixes for VGUI build mode and TextImage::GetText potential crashes (TF2 SDK Community Contribution)
  • Scaled physics props now properly work with Source Engine saves (TF2 SDK Community Contribution)
  • Fixed dynamic shadows poking through thin surfaces (walls) (TF2 SDK Community Contribution)
  • Fixed potential crashes with some map loading functions
  • Fixed a crash in the particle system when querying hitboxes of brush models
  • Fixed VOX system's map id replacing not working at all, causing certain NPC speech sounds to never play
  • Fixed severe performance loss when many team no-collided players stand in the same spot (Make use of NOTEAMCOLLIDE in serverside ShouldCollide)
  • Prevent infinite loops in map logic system - when encountering over 100 inputs per frame, delay inputs until next tick
  • Fixed status console command trying to use non existent convars
  • Fixed spawnicons not rendering when always returning true in GM:RenderScene
  • Fixed crashes to do with flexes on NPC models
  • Fixed a crash with CrossbowLoad effect
  • Fixed a typo in nags_alyx.txt, which caused invalid scene files attempting to be precached
  • Handle potential mesh related crash issues (Out of bounds array access)
  • Fixed a crash when running "+showbudget" on SRCDS
  • Jalopy no longer spawns a trigger_vehicle_cargo entity at all times
    • Instead, spawn the entity only when asked to, i.e. CargoVisible key value is set before Entity.Spawn is called (maps), or SetCargoHopperVisibility input is used on the car. This input can now also be used to properly disable the functionality by doing SetCargoHopperVisibility 0
    • This means that Sandbox Jalopy no longer uses 2 edicts, and will not be able to hold a magnusson device in the invisible holder (unless explicitly enabled beforehand)
  • Fixed numerous potential crash issues
  • Don't reset Player Counts on serverside Lua Refresh of Sandbox-derived gamemodes (Community Contribution)
  • Added fallback material sprites/flare6 for the env_funnel entity, so its not missing material with no games mounted
  • Fixed an exploit that allowed spamming player_pickup entities on the server
  • Fixed crashes with certain material proxies when used on static props
  • Fixed static props with material proxies flip flopping render groups, causing visual flickering
  • func_movelinear now properly supports changing parents via SetParent input - Fixes a bug on ep1_c17_01 with one of the doors
  • Fixed serverside player hitboxes in vehicles when the player is at odd angles
  • Fixed some player animation/hitbox desync for vehicle animations (steering, rollercoaster) and the "Ear grab" animation
  • Fixed a Lua error due to ErrorNoHaltWithStack not being declared in saverestore library, and make the library only use that function to help pinpoint erroring addons
  • Fixed Lua errors when manually running internal concommands dupe/save_publish, and an accidental Lua global variable in DModelPanel (Community Contributions)
  • Fixed potential crash issues with the dropship NPC, headcrab canisters entity and the detail object system
  • Fixed Gauss Gun complaining about out of bounds values on the effects it creates
  • Fixed a crash in CVoiceGameMgr::ClientConnected due to binary module usage
  • Fixed file list concommand autocomplete (such as for load concommand) searching mounted game content
  • Send replicated convars in batches of 128 on server join - fixes an overflow/network channel corruption issue on server join when the server tries to send over 255 replicated convars to the client.
  • Fixed leaks with CProceduralTexturePanel - fixes color picker preview in particle editor breaking after a few uses
  • Fixed initial angle snap for thirdperson camera (TF2 SDK)
  • Make flDeadtime in prediction code use correct data type, so old prediction entries are not prematurely removed when close to max sv_unlag time (Community Contribution)
  • Fixed color mismatch between cl_showhitboxes and sv_showhitboxes
  • Fixed a crash with HLTV
  • Fixed a crash when trying to load weird/invalid VTX model files (From Back Mesa Blue Shift mod)
  • Fixed crashes where Alyx is trying to enter a removed Jalopy vehicle (Also makes Alyx cancel trying to enter the vehicle if it is removed while she is running to it)
  • Restore Steam Peer-to-Peer functionality on Linux dedicated servers

Changes

  • Ported CS:GO's TexturePacker and FontTextureCache - Fixes a weird font corruption issue
  • Update vphysics.dll to TF2-double version (Windows only)
    • Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX)
    • Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
  • Bumped mp_decals default to 1024 (from 200), added description
  • Minor optimizations for new game and server list menu screens (Community Contribution)
  • Try to occasionally compact pending sounds vector
    • Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out, to reduce runtime memory usage
  • Clear m_CompensatedEntities of invalid entities every 60 seconds to prevent server crash in highly unlikely scenario of nobody shooting a gun for a very long while in the server
  • Applied proposed SV_PackEntity optimization (Community Contribution)
  • Disabled DMenuOption adjustments
    • Clicking disabled options no longer closes all menus
    • Disabled options no longer react to hover events (visually)
  • Do not forcibly crash the server if player_connect event failed to create - now prints a warning and continues on
  • Added texture name to ShaderAPIDX8::CreateD3DTexture warning, and add the likely fail reason to help fix the issue
  • Changed "gamemode is nil" crashes into Lua errors
  • Merge some func_tracktrain changes from Portal 2/CS: GO
    • Allow Roll spawnflag
    • Hack to avoid gimbal lock
    • SF_CORNER_TELEPORT interpolation change
  • Make env_embers compile with parenting support, so its particles follow the parent
  • Updated FastLZ library
  • Updated BASS.DLL to 2.4.18.3
  • Switched Dynamite entity to not use timer.Simple (exploit fix) and clamp delay to 3600
  • Make particle COLLISION_MODE_INITIAL_TRACE_DOWN actually traces down instead of tracing on the X axis
  • sv_showimpacts convar now draws server hitboxes in blue color
  • Added description and min/max to engine_no_focus_sleep convar
  • Alias prop_portal_stats_display to prop_dynamic (to fix Portal 1 maps having missing elevators)
  • Do not precache AR2 ball materials until used, they can now also unload on map change
  • Do not forcibly precache muzzleflash materials that are not even used
  • Do not precache some Half-Life Source weapon assets
  • Made light entities non-networked to make room for more of other networked entities. No functionality loss.
  • Potential server memory usage optimization when many players are present on the server
  • Reload soundscripts when games are mounted - fixes no voice lines playing in Half-Life 2 episodic maps when the game was started without HL2 mounted, and then HL2 is mounted.
  • Clamp bot player count in the server browser, and apply all clamping to serverlist.Query
  • Force lowercase filenames for CUtlFilenameSymbolTable on non windows platforms as well, should help maps on Linux (TF2 SDK)
  • Made cl_showhitboxes 2 show ONLY player hitboxes
  • Removed 12 character cap for address of outgoing packets via net_showudp convar
  • Clear _rt_Camera texture to black on disconnect
  • Clear water reflection/refraction textures when unused (such as when out of map bounds, or when disabling either one live)

Deletions

  • Deleted r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
  • Deleted clientside part of prop_vehicle_cannon from builds (Serverside part was never in GMod)
  • Disable all unused FreeImage plugins just in case
  • Deleted "scripts/game.txt" (doesn't seem to be used by the game)
  • Deleted unused showhitlocation convar
  • Removed r_maxdlights convar as it is already set to its max value anyway
  • Deleted ZLib and XZip libraries from GMod, since they are unused by the game
  • Removed unused HUD/GUI elements from client builds
  • Removed CRC calculation for game_sounds_manifest.txt loading, since the CRC is never used
  • Removed the entire GameStats(Uploader) system - It's never used by anything, just wastes resources

Developer tool changes

Hammer

  • Removed non existent prop_vehicle_cannon from the FGD
  • Update ambient_generic radius description in Hammer to hopefully prevent confusion
  • func_tracktrain - Added missing spawnflag (4) to Hammer, updated description of "HL1 train" spawnflag
  • Added "Has Gun" keyvalue to prop_vehicle_jeep in Hammer
  • Removed non functional"HUD Locator Precache" spawnflag from prop_vehicle_jeep in Hammer
  • Fixed prop_vehicle_jeep having static prop key values in Hammer that are not applicable to it
  • Updated FGD files (Hammer)
    • Added some descriptions here and there, where there were previously none
    • Deduplicated some key value definitions, such as skin and fade distance stuff
    • Added auto generated values of func_breakable_surf, so they do not appear as broken in Hammer, and provide explanation as to what they do.
  • Remove "Ember type" from env_embers in Hammer (did nothing)
  • Fixed startsound/stopsound for some entities in Hammer having invalid default values (Community Contribution)

Map Compile Tools

  • VBSP now adds extra keyvalues to worldspawn about itself that could be useful for debugging:
    • "vbsp_version" which will contain the VBSP compile date (of the map compiler, not the map)
    • "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP. (32bit and 64bit)
  • VBSP: Adjust "Invalid value %f for -maxlightmapdim" warning for better clarity

Other

  • Added search and Copy Name button to Particle Editor (-tools mode)
  • Particle Editor: Reset particle preview when it was hidden and became visible - workaround for some particle previews just becoming blank after a while of not being simulated.
  • StudioMDL: Make $maxverts optional (only has an effect when used in a .qc file)
  • Minor adjustments to HLMV.exe
    • Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing
    • Title always contains program name (instead of just the opened model name)
    • Prevent materials being deduplicated in the material list, so all missing materials now show

Lua API Changes

Additions

Fixes

Changes

  • Prevent entity precaches on map start from calling GM:OnEntityCreated/Removed hooks
  • Add more entities to protected list (cannot be parented, overwritten or removed)
    • gmod_gamerules, ai_network, soundent, instanced_scripted_scene, ai_ally_speech_manager, scene_manager, npc_barnacle_tongue_tip
  • Entity:GetModel force lowercases weapon world models too (It was already forcing lowercase on all other entities)
  • Reenabled net message buffer limiters so net.BytesLeft should now work as expected
  • Apply some random-ish patches from LuaJIT repo, including a memory allocator fix
  • Made Entity:SetLightingOriginEntity use model illumination position when given an entity with a model
  • RichText:SetText now discards \r and \0 characters.
  • Player:Spawn will now force exit the player from their vehicle
  • Allow GM:PrePlayerDraw/GM:PostPlayerDraw recursion up to 10 deep
  • Micro optimizations for Matrix & Entity:GetBoneMatrix
  • Micro optimizations for Vector, and __div, __mul, Mul Vector methods
  • Entity:SetCollisionGroup once again allows HL2 specific collision groups
  • Queue simple timers to next frame if called from a simple timer callback (if using the same callback function we are currently executing)
  • Micro optimization for sql.QueryValue (Community Contribution)
  • GM:HUDShouldDraw now gets called for cl_showfps panel (when active)
  • Applied correct rendering matrices for GM:PreDrawHUD and GM:PostDrawHUD, so calling cam.Start2D is no longer necessary
  • Moved calling of GM:PreDrawHUD slightly later, so it renders in the 2D view, just like GM:PostDrawHUD does
  • Moved GM:PostDrawEffects to be called slightly sooner than before, so it is called in the 3D view, not after it, and also is consistently called only when GM:PreDrawEffects is, not at all times.
  • Make game.GetMapVersion also return the BSP version
  • Allowed render.Capture to run with console open when a custom render target is set
  • chat.AddText now handles numbers like expected
  • Player:PlayStepSound volume argument now defaults to 1
  • Minor optimizations for Matrix() and Angle() global functions
  • Clamped playback rate to networking limits when set by Nextbot:BodyMoveXY internally

Deletions

  • Blocked fs_ convars from Lua

network_test exclusive changes

The network_test beta includes changes that are not network compatible with other versions of the game, i.e. You will not be able to join existing servers on that beta.

Additions

  • Nothing so far.

Fixes

  • Fixed viewmodel bob spazzing out at high CurTime
  • Fixed CurTime being clamped to float serverside
  • Fixed networking of ammo types for weapons
  • Change Player:ScreenFade networking message to just use floats, so fade times are not truncated unexpectedly
  • Improved networking precision of world clicker
    • This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
  • Fixed health/maxhealth not networking in singleplayer for Nextbots and NPCs

Changes

  • Change CurTime to use doubles (experimental)
  • Increase FOV networking bits from 8 to 16
    • Since they are floats, they need a bit extra to maintain precision
  • Network SWEP:CallOnClient and GM:HUDWeaponPickedUp using EHANDLE
    • It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
  • sv_visiblemaxplayers changes
    • It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client)
    • Add convar limits to sv_visiblemaxplayers (-1 (off) to 128)
    • Removed unused globals set by loading.lua
    • Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway)
    • Updated the aforementioned console print from server to include more data, such as gmod version and server name
    • Updated the color of the aforementioned console print (SVC_Print) to be unique
  • Added type checking to Entity:PhysicsInitConvex's second argument
  • Applied some changes to increase maximum network transfer speeds (10x improvement)
  • Micro optimization to SVC_CreateStringTable bandwidth usage
  • Send local player exclusive data of weapons to spectators as well, such as current bullet count
  • Reduced network bit count for CBaseCombatWeapon.m_iState
  • Network m_lifeState (Entity:Alive) for Nextbots, to mimic NPCs

Deletions

  • Removed dummy user messages for removed haptics stuff
  • Removed dummy vote HUD user messages
  • Get rid of CHudMenu & its user message
  • Removed SVC_Menu net message
  • Removed Lua hacks for features that depend on up to date clients
    • Removed clientside C++ override of type(), so Lua version can be used which is much faster
    • Removed lua_matproxy_nobindmat convar, matproxies no longer push thousands of material objects to Lua
  • Removed various unused networked fields
    • CHL2MP_Player.m_iPlayerSoundType and related stuff, CBasePlayer.m_szLastPlaceName, CBasePlayer.m_fOnTarget
    • Removed some unused NPC networking stuff - PingEffect and speed modification hammer input stuff that never worked
    • m_nScannerDisabledWeapons and m_nScannerDisabledVehicle for vehicles
  • Removed now unused autoaim_max_deflect convar
  • Removed ent_autoaim concommand
  • Removed unused usermessages SayText2, VoiceSubtitle, HintText, KeyHintText, AmmoDenied (and their clientside handlers)
  • Remove the unused, never working player Hint system