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, RPG rockets and SMG1 grenades 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"
- Spawnmenu search now works for localized names (Community Contribution)
- Fixed Fast Headcrabs using Normal Headcrab health convar
- Fixed level transitions inside a vehicle resetting player's move type - this was causing the player to drift away from vehicles on collisions
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
- Implemented chained command (e.g. cmd1;cmd2) auto complete for in-game console (Community Contribution)
- Barnacle NPC tweaks
- Prevent barnacles trying to grab PhysGun frozen props since they'd be unable to grab those props and will just keep tugging at them forever
- Heavy and frozen props will cause barnacle tongue to float above said props, not go through them
- Try to prevent rare barnacle crash
Deletions
- None so far.
TTT Changes
- Added a check for if
GetHeadshotMultiplierfunction exists on carried weapon (Community Contribution) - Turkish localization improvements (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 - Added
sv_log_storetime(defaults to 0) - A number of hours to keep log files in/logs/for - Added
enable_fast_math(enabled by default)
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
- Fixed local player volume being NaN for a split second when starting to talk
- Fixed
weapon_pistolprediction errors due to double CurTime changes that appeared only on dedicated servers - Fixed a crash with when running
ai_test_losin multiplayer - Fixed ammo/net library not resetting serverside on disconnect
- Fixed
func_conveyorapplying infinity as force to entities, causing physics engine crashes - Fixed certain maps having wrong fog colors due to
env_fog_controllermalicious blinding check - Fixed
GameState.txtbeing empty all the time - Fixed some instances of SRCDS trying to use clientside Steamworks APIs - Fixes [SAPI FAIL] messages
- Fixed game hang when
func_ladderis spawned via console commands - Restored ability to store generated VPROF reports to a file
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 - Micro optimization for halo library when rendering models with decals (Community Contribution)
- Removed trailing newline from certain disconnect messages for consistency
- Marked a bunch of debug console commands and console variables as cheats for consistency
- Implemented partial prediction latch resets from TF2 SDK/CS:GO - Makes prediction errors with weapons not reset every predictable variable, causing player position jolt. This is what HL2DM does already.
- Cleanup contents cache/workshop/ folder on dedicated servers for no longer used/installed addons
- Delete Lua error log files if they are over 100MB
- Set
sv_logdownloadlistto 0 by default, preventing generation of useless files ingarrysmod/DownloadLists/ - Moved
demoheader.tmpfile tocache/folder (safe to delete) - Moved
media/mapkeys.restosettings/mapkeys.res,media/folder now no longer needed on game all installs - Improved default server log filename format to
L-YYYY-MM-DD-IIInow, wasLMMDDIIIwhich is incomprehensible at a glance - Prevented
sv_puredefaulting to mode 0, and dedicated servers trying to read files we don't ship every server startup - Improved error handing when failing to load Steamworks library, now should reliably say what the failure is as reported by Steamworks library itself
- Micro optimizations for
gmod_lightentity rendering (Community Contribution) - Consistent stripping of bogus characters from server names (Community Contribution)
- Lua implementations of TypeID and is[type] global functions for improved execution speed (Community Contribution)
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 - Removed unused/useless convars -
tf_escort_score_rate,hud_airboathint_numentries,sv_hudhint_sound,striderbuster_magnetic_force_hunter,sniper_xbox_delay,systemlinkport,matchmakingport,xmove,xlook - Removed
glview.exeas it appears useless - Removed
CTextStatsMgrinternal unused system that writes an unnecessary empty text file called "stats.txt" - Removed
sv_no_ain_filesand just do not auto send.navand.ainfiles to clients - Disabled startup videos system - It was non functional anyway, but now we don't ship an empty file in
media/and read it on every game start up - Disabled dedicated server status bar on Windows - causes issues with console history
- Removed the HL2/Portal demo code - It was calling some clientside Steamworks APIs on the game server
- Disable MMX and 3DNow code - it was never really used by modern computers and was only implemented for 32bit Windows
- Removed
r_sse2convar as there's no reason for it to be touched
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
$spriteFramematerial parameter - Fixed sprites with the same material only ever rendering with one render mode, even if different sprite entities use different render modes with the same material
- Sprite helpers inherit entity color, so
env_spriteentities show correct sprite color - Fixed Hammer Carve command wiping all overlay faces, even if they are not carved
- Prompt the user for a new name if picking an entity that has no name
- Fixed up/down arrows in "Make hollow" popup not doing anything
- Fixed undo breaking
info_decalpreviews - Fixed Hammer Entity KeyValue names in Object Properties drawing over the second column
info_particle_systemuses itseffect_namekeyvalue in Entity Report window- Made Map Errors and Entity Report dialogs wider
- Reduced flickering of camera view mode selectors in Hammer
- Added "Portal Vizualization Width" option to Hammer 3D settings - Changes how thick "Load Portal File" lines are. Default is 2.
Map Compile Tools
- Added support for
-embedto VBSP - Enable BSPZIP.exe compression (-repack argument ported from TF2 version)
Other
- HLMV tweaks
- Make frame slider taller
- Enable Middle Mouse to translate the camera
- Fixed error spam if using certain previews before loading a model
- Origin Axis can draw without a model
- Improve default camera angle (on launch, when no model)
- Update HLMV control panel layout to be less claustrophobic
- Fixed HLMV crashes when there are no hitbox sets
- Fixed HLMV sliders not scrolling expected amount
- StudioMDL tweaks
- Fixed engine (studiomdl.exe) failing to run DMXConvert on any files with spaces in the file path
- Made StudioMDL errors red color
- Added support for
noforceloopfor animations,$appendblankbodygroup,$preservetriangleorder,$bboxonlyverts - Some better error reporting
- Increased StudioMDL file buffer size from 32MB to 128MB so large models can be written without crashing
- Fixed a StudioMDL crash to do with DMX imported models
- Removed hardcoded limits from StudioMDL DMX support for normals/textcoords/faces specifically
- Fixed some issues with HLfaceposer.exe - fixed a crash, missing textures
- Ship our own builds of vtf2tga, splitskybox, captioncompiler and elementviewer binaries (previously were pre-built 2013 versions)
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
- Added CSoundPatch:GetSoundName
- Added 3 new formats for render.Capture - "rgba", "rgb" and "bgra"
- Added timer.IsPaused
- Added new argument to steamworks.FileInfo - bool extraInfo
Fixes
- Player:UnSpectate now fully cleans up values set on the player by Player:Spectate.
- Fixed Player:Spectate sending 3 useless usermessages to the player
- Fixed "all keys are 0" check in util.KeyValuesToTablePreserveOrder to work like intended
- Fixed GM:Think hook serverside running when server is paused (double curtime to float truncation issue)
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)
- Added cyclic table reference test to net.WriteTable and util.TableToKeyValues to prevent game hangs and developer confusion
- Reworked cvars.AddChangeCallback filter
- Convars that cannot be identified as server only or client only now run the callback in both realms
- FCVAR_PROTECTED convars no longer run this callback at all
- Reset surface.SetAlphaMultiplier every frame
- string.ToColor can now accept inputs without alpha channel (Community Contribution)
- Switched Lua timers to use double precision curtime
Deletions
- Make
vcr_verboseconvar blocked from Lua and a cheat - Block some
snd_anddsp_cvars that save across sessions
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.
Garry's Mod
Rust
Steamworks
Wiki Help