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 Insurgency (Standalone) to mountable games list
- Added "Downloaded" category to Addons menu
- This lists ALL locally downloaded workshop items that are not currently subscribed to, such as those from server downloads (WorkshopDL) and steamworks.DownloadUGC
- You are able to mark stuff unused from the menu without having to wait for 2 weeks to for Steam to automatically delete the server downloaded content
- 64-bit builds of the game client, Hammer and dedicated server are now available on Windows
- Build and ship srcds_console.exe (Windows only) - srcds.exe variation that does not create a new console window every time and reuses existing one
Fixes
- Combine mines now ignore dead players
- Fixed some prediction errors for built-in weapons (HL1 357, Hornet Gun, Crossbow, HL2 Crossbow, SLAM)
- Fixed SLAM weapon not using world clicker angles, and some other bugs with it
- Restore
hud_draw_fixed_reticleconvar as an alternative texture for default crosshair - Implement fade time for ragdoll gibs from props in multiplayer - also fixes them not being cleaned up on map cleanup
- Fixed SpawnIcon positioning for certain models with bounds only in positive space on each axis (Community Contribution)
- Fixed crossbow bolts hitting surrounding bounds of weapons, ammo and similar entities
- Make hitting invulnerable props with Crossbow bolts apply physics force to them
- Fixed
npc_turret_floordying multiple times when shot while its dying - Fixed SuperDOF tiling with
postercommand (will still be blurry as it just stretches the texture) - Fixed SuperDOF final result texture not rendering while main menu is open
- Fixed legacy server browser launching server refresh on game start if last tab was not "Internet"
Changes
- NPCs now ignore spectating players that are alive
- Improved loading screen dialog to show more details when downloading workshop content
- Remove
engine_no_focus_sleepconvar, addfps_max_menuandfps_max_nofocusconvars - easier to understand "Max FPS" than "sleep time". - Try to scale NPC eye pupil size with head/model scale
- Fixed Inflator tool being able to hit NPC bounding box
- Updated the Inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating
- Combine APC vehicle tweaks
- Replace the vehicle entity with the big gib in undo/cleanup systems when the APC explodes
- APC can now explode without a driver
- Prevent potential crashes at entity limit
Deletions
- None so far.
TTT Changes
- string.ToColor can now accept inputs without alpha channel (Community Contribution)
Technical Changes
Additions
- Added
ToggleHammer input to Func_NavCost - Added new Hammer inputs from TF2 for all model entities -
SetModel,SetCycle,SetPlaybackRate - Enabled Half-Life 2: Episode 2
phys_slideconstraintnotifications for constraint sounds support
Fixes
- Fixed "Render models" particle renderer not setting up model lighting
- Fixed Faceposer tool creating one extra convar
- Prevent "
give" console command creating certain forbidden entities that would crash the game - Cache sound durations to avoid file parsing every time a sound is played (especially on dedicated servers)
- Fixed a crash with
lua_dumptimers_clwhen timer names are very long - Fixed cl_showents and some other console commands crashing when ran on SRCDS
- Fixed rare Lua state corruption due to async Lua events after level change
- L4D1 & L4D2 .nav files can now successfully load (but are still not mounted)
- Fixed double "scripted_ents library is not a table." warnings
- Fixed potential crashes with Lightmapped_4WayBlend in DirectX 8 mode
- Fixed DxSupport system not working correctly, breaking per-GPU graphics presets
- Fixed Max Health not updating correctly in singleplayer for local player clientside
- Fixed Airboat water wake effect drawing in the depth pass
Changes
- Enable
STUDIO_DRAW_NO_SHADOWSfor for PCF particle model renderer - Turn
host_state.interval_per_tickinto double - Update Steamworks API to version 1.64
- Disable player flashlight offsets when using viewmodel attachment for flashlight position
- Micro optimizations for Thruster effects (Community Contribution)
- Minor changes to prop_effect rendering for better integration with community addons (Community Contribution)
- Swap colors in
snd_showdisplay for server and client sounds to match GMod error colors, add SV/CL prefix - Reduced
cl_detaildistto 3k from 4k by default to improve performance on some maps - Do not try to initialize
vaudio_speexvoice codec when using Steam voice system - Prevent player.CreateNextBot and
botcommand in singleplayer, so you are not kicked for "serevr is full" in singleplayer - Mark all
g_debug_*convars as cheats consistently
Deletions
- Removed unused steam client libraries on Linux
- Removed
linux_server_cycle.sh(unused) - Removed
height2normal.exe&height2ssbumb.exe(unused) - Removed
con_logfilefrom code - fixes warnings about it missing when running certain commands - Removed
dxsupport_sp.cfganddxsupport_episodic.cfg(unused files) - Disable support for
dxsupport_override.cfg(unnecessary for GMod) - Removed
bin/vtex.ico- unnecessary file - Stop some pointless materials being loaded on game start up
- Removed a bunch more Xbox360 GameUI code
- Removed
point_bonusmaps_accessorentity - Removed
hud_drawhistory_time,player_limit_jump_speedconvar (unused) - Removed
test_freezeframeconcommand - Removed FCVAR_ARCHIVE from
sv_loadingurl- Don't want this to be saved on game clients - Removed
CHudVoiceSelfStatusHUD element
Developer tool changes
Hammer
- Prevented Hammer from writing raytraced preview to .tga files (seems unnecessary?)
- Added
env_detail_controllerentity to FGD (Community Contribution) - Improved GUI scaling with DPI in various areas
- Prevent spam about missing
$spriteFramematerial parameter - Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material
- Sprite helpers inherit entity color, so
env_spriteentities show correct sprite color - Fixed Hammer Carve command wiping all overlay faces, even if they are not carved
- Prompt the user for a new name if picking an entity that has no name
- Fixed up/down arrows in "Make hollow" popup not doing anything
- Fixed undo breaking
info_decalpreviews
Map Compile Tools
- Added support for
-embedto VBSP - Enable BSPZIP.exe compression (-repack argument ported from TF2 version)
Other
- None so far.
Lua API Changes
Additions
- Added physenv.SetTimeScale & physenv.GetTimeScale
- Added Player:GetFlashlightColor
- Added 5th optional argument to Entity:Dissolve - delay
- Added 2 new STUDIO enum flags - STUDIO_SKIP_FLEXES, STUDIO_SKIP_DECALS
- Added math.Sign (Community Contribution)
- Added new optional argument to steamworks.GetList - search string
- Added cam.GetProjectionMatrix and cam.GetViewMatrix
Fixes
- Make Player:UnSpectate clean up values set on the player by Player:Spectate
- Fixed Player:Spectate sending 3 useless usermessages to the player
Changes
- GM:PostPlayerDraw now throws a non halting error when an infinite loop is broken to let developers know there's an issue
- string.ToColor can now accept inputs without alpha channel (Community Contribution)
Deletions
- Make
vcr_verboseconvar blocked from Lua and a cheat
network_test beta 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. They are put on a separate beta to be able to be tested by the community without inconveniencing players of other beta versions.
Additions
- None so far.
Fixes
- None so far.
Changes
- None so far.
Deletions
- None so far.
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