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
- Nothing so far
Fixes
- Fixed leading spaces in a console command not adding it to the console autocomplete history
- Updated Metrocop player model so the model actually has a shadow
- Physics Gun rotation and Camera zoom/roll now work consistently independent of client FPS
- Fixed Resistance Turrets being in Combine Overwatch NPC squad (Spawn menu)
- Fixed pink or green artifacts appearing on certain decals when spammed in one place a lot
- Bonemerged models inherit lighting origin from parent - makes view model hands match lighting of the view model itself
- Fixed incorrect player aiming animations for other players sitting in vehicles
- Restored functionality of
m_filter
(No longer forced to 1) - Fixed non ASCII characters in
"Unknown command X"
console message appearing as"?"
- Update RPG Launcher world model to fix muzzle flashes not playing, or playing at incorrect times
Changes
- Prevent throwing props immediately when using +USE pickup if holding left or right mouse buttons while picking up something
- Made Combine Energy Balls bounce from frozen props in a more consistent fashion
- Made crossbow bolts bounce from indestructible props, frozen and unfrozen
- Faceposer uses localized string for "Other" category
- Minor optimizations to Problems panel, ability to close it via ESC key or clicking empty space around it (Community Contribution)
Deletions
- Removed "Use Bloom" checkbox from Video options, as it was not bound to any convar or setting, meaning it did nothing
- Removed
No HDR but use bloom
from Video Options since it doesn't do anything
TTT Changes
- Nothing so far
Technical Changes
Additions
- Added
-mountcfgfile
launch parameter that allows overriding filename ofcfg/mount.cfg
file to be loaded asmount.cfg
(for example,-mountcfgfile mount2.cfg
would loadcfg/mount2.cfg
) - Added
host_writeconfig_lua
console command (blocked from Lua)
Fixes
- Fixed a case where voice chat would cease to work if
voice_enable
is set to0
and back to1
- Fixed clientside errors happening before LevelInit not being sent to the server
- Fixed commas in
AddOutput
map IO input causing the input text to be truncated (Now uses the special ESC symbol internally, like Hammer VMFs do) - Automatically delay HTTP calls until
SteamHTTP
is ready (for dedicated servers) - Queue
lua_error_url
messages untilSteamHTTP
is available (for dedicated servers) - Do not render drag'n'drop overlay for engine panels when UI mouse input is not active
- Fixed ragdoll boogie (flopping around due to being touched my mega gravity gun) happening from +USE pickups/throws through Lua
- Prevent crashes when trying to write too much data into a small texture
- Fixed an infinite loop in weapon selection HUD with certain weapon names
- Fixed
mat_luxels 1
producing unusable results - Fixed a crash issue with close caption HUD
- Fixed crashes to do with PCF loading due to weird formats
- Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL
- Fixed crashes with
point_worldtext
during saving - Improvements for >2GB file support on non-Windows OSes
- Prevent ToGL crashes on Linux when encountering a debugger break
Changes
- Tell the player if
garrysmod.ver
is read only, which could lead to inability to join servers - Log workshop addon mounts (count only) in console for debugging purposes
- Micro optimization for cam.Start2D() (Community Contribution)
- Remove most of usage of deprecated deprecated CSteamAPIContext on the client
- Apply more strict checking of invalid Lua states in
CLuaObject
- Make Lua
print()
anderror()
text colors in console the same - AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list
- Add
WriteTempEntities
overflow warning from CS:GO - Do not force
"rate"
cvar to100000
on start up (from 1000000), and remove archive flag from it - When dealing physics stress damage on characters, set inflictor and attacker if possible
- Will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first one.
- Truncate killfeed names to 512 bytes to prevent net message overflows
- Register private animation events as client events too, so they call the clientside SENT hook for model animation events
- Reject empty or near empty .gma files with a nice message
- Bump internal render data buffer from 64k to 80k to prevent rare? crashes
- Improve performance/memory usage of Lua mat proxies
- Added some sanity checks around for unclosed Lua ISave/IRestore blocks
Deletions
- Removed Novint Haptics Device integration
- Remove
voice_modenable
in favor ofvoice_enable
. There's no reason to have both, it only creates confusion. - Removed unused console variables that did nothing to prevent confusing players:
- r_fastzrejectdisp, mat_shadowstate, mat_maxframelatency, mp_usehwmvcds, mp_usehwmmodels, r_threaded_client_shadow_manager, r_threaded_renderables, r_decal_cullsize, r_drawopaquestaticpropslast, r_threaded_renderables, snd_mix_async, mat_parallaxmap
- mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs, mat_disablehwmorph, sv_contact, sv_consistency
- joy_yawsensitivity_default, joy_pitchsensitivity_default, option_duck_method_default, sv_stickysprint_default, mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack, mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal, mp_forcerespawn, mp_fraglimit
- cl_burninggibs, r_propsmaxdist, cl_first_person_uses_world_model, mat_max_worldmesh_vertices, showparticlecounts, cl_team, cl_class, cl_SetupAllBones, cl_forcepreload
Developer tool changes
Hammer
- Added inputs to
light_environment
, removedpoint_clientcommand
andpoint_servercommand
since they do not work in Garry's Mod. - Fixed 3D grid not rendering correctly in Hammer due to recent changes
- More colors for Lightmap Grid in Hammer for super small (red) and super large (green) lightmap scales
Map Compile Tools
- Nothing so far
Other
- Increase
MAXSTUDIOSKINS
forstudiomdl.exe
from 32 to 64
Lua API Changes
Additions
- Added list.GetEntry (Community Contribution)
- Added list.RemoveEntry (Community Contribution)
- Added GM:OnClientLuaError( error, ply, stack, addon_name )
- Added new info to util.GetModelInfo -
IncludeModelCount
,IncludeModels
andHitBoxSets
- Added ents.CreateClientRope
- Added sql.QueryTyped (Community Contribution)
- Added Color:Copy method (Community Contribution)
- Added player.GetCountConnecting
Fixes
- Fixed double clicks not invoking GM:VGUIMousePressAllowed hook
- Player:VoiceVolume works for local player without
voice_loopback
- This only works when using Steam voice, and only when not recording voice to file. (The default state)
- Fixed
IGModAudioChannel:GetPos
returning invalid values sometimes - Fixed
Player:GetAimVector
clientside for non local players in vehicles always pointing in the same direction relative to the vehicle
Changes
- Throw a non halting Lua error when giving invalid types to Entity:SetNetworkedVar (and the other
SetNetworkedX
functions) - Throw a non halting Lua error when trying to read net message past its end (Limited to
lua_strict
being set to 1) - Added
engine_no_focus_sleep
to blocked convar list - On dedicated servers,
BRANCH
returns "unknown" instead of "prerelease"- Since the builds are identical 99% of the time, "unknown" is the more expected value. This way, it's incorrect only in 0.01% instances of servers using the
prerelease
beta, instead of most of the time when not using any beta.
- Since the builds are identical 99% of the time, "unknown" is the more expected value. This way, it's incorrect only in 0.01% instances of servers using the
- Apply changes to
type()
function for speed improvements (Server/menu) (Community Contribution) CUserCmd:GetMouseY/X
values on the server are now independent of client FPS of the associated playerconstraint.Motor
accepts a bool for"toggle"
parameter (was only accepting0
or1
)- Do not try to run HTTP requests with invalid URLs at all
- Run GM:PlayerBindPress for unbound keys too
- numpad library discards bindings to KEY_NONE (Community Contribution)
- Remove
tostring
call on the argument ofplayer.GetBySteamID64
, since it is supposed to be a string at all times anyway (Community Contribution)
Deletions
- Nothing so far