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 Portal 2 Coop player spawn points
- Added all missing Portal 2 map icons
- Added visual placeholder entities for Portal 2 excursion funnel, Wheatley boss and npc_personality_core
- Added Hacked and Harmless Rollermine variants to spawnmenu
Fixes
- Fixed some props in Portal 2 appearing rainbow-y
- Fixed
"missing sound common/null.wav"
when throwing grenades - Fixed Mega Gravity Gun not being able to pick up flesh
- Fixed base Lua SWEPs not using correct localization strings
- Fixed unicode addon name display for Workshop Addons when they are downloaded while joining servers
- Fixed player death ragdoll forces always being applied to center - now applies forces to the body part that was shot
Changes
- Bumped default value of
sbox_maxconstraints
to2000
to account for larger dupes/saves - Make Sniper kills in "Alyx as sniper" sections in Half-Life 2 episodes appear as Alyx in the kill feed
- Fixed mass-adjusted punt forces being applied to Mega Gravity Gun
- Fixed Gravity Gun forces being Launch-forces at all times for
prop_physics
due to a previous fix forspin_none
physics interaction - Removed cheat flag from
cl_wpn_sway_scale
- Localization support for crosshair customization (Community Contribution)
- Added a Player Model Selector button to spawnmenu
Deletions
- Do not apply spawnmenu names to map-spawned NPCs in kill feed - it was too error prone
TTT Changes
- Updated TTT Russian localization (Community Contribution)
Technical Changes
Additions
- Added some generic logic entities from Portal 2 -
logic_register_activator
,logic_coop_manager
,point_viewcontrol_multiplayer
,point_viewproxy
, generic enough to be useful outside of Portal 2 - Added new inputs/keyvalues to
prop_vehicle_choreo_generic
from Portal 2- Inputs:
SetCanShoot
,UseAttachmentEyes
,SetMaxPitch
,SetMinPitch
,SetMaxYaw
,SetMinYaw
- Key-values:
playercanshoot
,useattachmenteyes
- Inputs:
- Enable DMX versions 3, 4 and 5 loading for particles from newer games
- Ported most particle related features from CS:GO
- Added 2 new spawnflags to
env_player_surface_trigger
- Trigger on player(s) leaving ground & Set output activator to the player - New inputs to
game_text
-SetText
,SetPosX
,SetPosY
,SetTextColor
,SetTextColor2
- New inputs for
game_player_equip
-TriggerForAllPlayers
andTriggerForActivatedPlayer
, as well as"Strip All Weapons First"
spawnflag - Added
skybox_swapper
entity - Added particle-based
func_precipitation
types from CS:GO - Added ability to override
func_precipitation
particles - Implemented
func_precipitation_blocker
- Implemented
origin
forplaylooping
/playrandom
andambientOriginOverride
for "playSoundscape" in soundscapes - Added new options to Run Map dialog in Hammer
Fixes
- Fixed some minor memory leaks - These are mostly in developer features to do with KeyValues, not normal gameplay
- Initialize
m_rgflCoordinateFrame
on creation clientside - This fixes certain matrices being nulled out when they are not supposed to, such as when calculatingprop_vehicle_choreo_generic
look angles - Allow loading PCF version 2 in
-tools
- Fixed many, many potential crashes with the particle system
- Added missing materials for legacy Ash precipitation type
- Fixed 2
"Parent cvar in server.dll not allowed"
warnings on client start up - Do not print
cc_lang =
withdeveloper 1
- Fixed
"Not playing a local game"
being printed on game start up - Fixed some warnings on map load when Portal 1 or Half-Life Source are not mounted
- Fixed crashes with func_tank
Changes
- Do not estimate velocity clientside since we network it for every entity anyway
- Moved
"SOLID_VPHYSICS static prop with no vphysics"
warning to developer 1 - Made particle preview background slightly lighter (32,32,32)
- Use networked velocity for entities that set it serverside
- Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked
- Set the default particle orientation in Particle Editor on creation
- Added particle material name to
"unimplemented sprite renderer"
warning (.pcf particles) - Force Sandbox tool classnames to lowercase at all times to fix a bug in multiplayer where the client and server classname could have mismatching capitalization
- Applied potential filesystem optimization suggested by the community
- Micro optimization for SWEP think
- Optimize
DListView_Line
- RemoveDListViewLabel
's Think function since it does nothing inDListView_Line
anyway - Micro optimization for Entity.__index (Community Contribution)
- Micro optimizations for team library (Community Contribution)
- Fixed
"Bad SetLocalOrigin on gmod_hands"
warning (Community Contribution) - Potential micro optimizations in localization loading/parsing
- Fixed a small memory leak in gamemode .txt file parsing
- Fixed a small memory leak with saving presets (preset library)
- Fixed small potential memory leak with creating Lua bone followers
- Store disabled workshop addon IDs as Uint64 instead of IDs turned to strings - should save some memory
- Clear CShadowDepthView to black instead of white - fixes reflective glass on certain maps having while glow with flashlight turned on
- Do not throttle loopback (local servers) connections when sending data from server to client
- Check allocated edict count before allocating more - this should prevent
"ED_Alloc: no free edicts"
crashes when spam spawning hundreds of entities per second - Improved X-axis text inset handling with center alignment (for DButton when an icon is use)
- Made Hammer use gmod.exe when generating GameConfig.txt
Deletions
- Removed scratchpad from game builds
- Removed
bloodspray
console command - Removed some perforce VGUI panels from builds
- Removed some useless strings from
garrysmod_english.txt
- Hidden
mat_surfaceid
andvgui_drawtree_panelptr
- Deleted unused
resource/chromium/
folder - Removed non existent
commedit.dll
fromsdkenginetools.txt
- Removed
cl_threaded_client_leaf_system
convar, which was doing nothing since 2016
Developer tool changes
- Added
light_directional
support for vrad.exe - Some other VRAD changes - There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements
- Implement
-StaticPropSampleScale
&-StaticPropBounce
for VRAD from CS:GO - Added
-softenCosine
for VRAD - Added missing HLFaceposer.exe icons
- Fixed a crash in HLFaceposer.exe when opening file lists when files are in VPKs
- Fixed HLFaceposer.exe crash due to missing phoneme extractor DLLs
Lua API Changes
Additions
- Added PhysObj:GetIndex
- Added NPC:SetFOV, NPC:GetFOV (in degrees), NPC:IsInViewCone ( vector/entity )
- Added Entity:AddSpawnFlags, Entity:RemoveSpawnFlags and Entity:SetSpawnFlags (Community Contribution)
- Added
MAX_EDICT_BITS
global enum - Added NPC:GetLastPosition
- Added NPC:GetMoveDelay
- Added NPC:SetMoveDelay
- Added physenv.GetPhysicsPaused
- Added physenv.SetPhysicsPaused
- Added ENTITY:TranslateNavGoal
- Added sound.SetActorGender
Fixes
- Fixed not being able to
StopSound
generated sounds - Fixed clientside only entities being considered map created by Entity:CreatedByMap
- Fixed DAdjustableModelPanel spazzing out when main menu is open by ignoring mouse input
Changes
- Display a non halting error when teamID in Player:SetTeam would not network correctly
- GM:ClientSignOnStateChanged is no longer called for HLTV clients
- util.IsValidModel uses meshcount to determine useless models, instead of hardcoded path substrings, which is error prone
- Do not
IsValid
the ident inhook.Add
&hook.Remove
- The check was added solely to print an error for invalid types, but NULL entity is still an entity - Make Entity:IsOnFire return
false
instead ofnil
for non animated entities - Entity:FollowBone doesn't check the
boneID
argument if given a NULL entity, or no arguments at all - Cache gamemode table for gamemode.Call and hook.Run (Community Contribution)
- engine.CloseServer now returns true if quit command was issued, and fix it not working immediately on server start up
Deletions
- Removed last 3 parameters of engine.WriteSave which are now handled in-engine automatically
- Added
timedemo
and related console variables/console commands to blocked list