Revision Difference
Update_Preview_Changelog#546869
<title>Update Preview Changelog</title>⤶
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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.⤶
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The update is already accessible on the `prerelease` <page>Dev Branch</page>.⤶
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# Game Changes⤶
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## Additions⤶
* You can now search maps by the name of the Workshop Addon they come from in Start New Game screen⤶
* Moved potentially conflicting addons detection to Problems menu - potentially conflicting means two addons have the same Lua file with different file sizes⤶
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## Fixes⤶
* Fixed Lua error with Super DOF when activating 5 second hide UI and reopening UI before the timer expires (Community Contribution)⤶
* Fixed toolgun ghost preview not clearing when switching away from the toolgun using the spawnmenu (Community Contribution)⤶
* Changes⤶
* “Unused Addons” problem will now tell you which files it recommends deleting⤶
* Attempt to prevent Entities and Weapons spawning out of map bounds when spawned through Spawn menu (Community Contribution)⤶
* Updated server browser recommendation icons (Community Contribution)⤶
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## TTT Changes⤶
* TTT: Fixed a bug with weapon respawning and updated language files (Community Contribution)⤶
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# Technical Changes⤶
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## Additions⤶
* Readded missing mapIO outputs to airboat vehicle⤶
* Implemented CS:GO soundscape features:⤶
* playlooping.position "random"⤶
* playlooping.radius⤶
* fadetime⤶
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## Fixes⤶
* Fixed "Steam overlay replacement" window opening links externally⤶
* Added nullptr safeguards to CMaterialVar::SetTextureValue⤶
* Unspecified security fixes⤶
* Fixed crashes when setting null model on players⤶
* Fixed crash when trying to render world model as entity model⤶
* Fixed a typo in detail.vbsp⤶
* Fixed gmod_language resetting to empty string on dedicated servers⤶
* Fixed in-code documentation comment of table.CollapseKeyValue (Community Contribution)⤶
* Changes⤶
* +vgui_drawtree now requires sv_cheats just like vgui_drawtree 1/0 does⤶
* Force OS Specific binary module load errors to English⤶
* Sandbox spawning and entity variable editing bypasses IsAdmin checks in singleplayer, so mods cannot accidentally interfere with basic Sandbox functionality⤶
* Some changes towards fixing/narrowing down the CSoundPatch update crash⤶
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## Deletions⤶
* Deleted Windows steam binaries (used by dedicated servers) as they are now shipped automatically by Steam⤶
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# Lua API Changes⤶
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## Additions⤶
* Added NPC:GetKnownEnemyCount⤶
* Added NPC:GetKnownEnemies⤶
* Added NPC:IgnoreEnemyUntil⤶
* Added NPC:GetTimeEnemyLastReacquired⤶
* Added NPC:GetLastTimeTookDamageFromEnemy⤶
* Added NPC:MarkTookDamageFromEnemy⤶
* Added Entity.GetAnimCount⤶
* Added NPC.NavSetGoalPos⤶
* Changed NPC.NavSetGoalTarget - second argument defaults to 0,0,0, sets correct goal type for the path⤶
* Added CLuaLocomotion.GetDesiredSpeed⤶
* Added CLuaLocomotion.GetGroundNormal⤶
* Added math.SnapTo (Community Contribution)⤶
* Added “icons” and “select” fields for DProperty_Combo (Community Contribution)⤶
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## Fixes⤶
* Fixed crashes with certain Vehicle functions when used on unsupported vehicles⤶
* Fixed PhysObj.SetInertia causing unexpected zero-G behaviour when used on frozen physics objects or with invalid values⤶
* Fixed cam.End crashing when used without cam.Start first (will throw Lua error)⤶
* Try to end cam.Start calls that are left unended each frame (will display warnings in console when this happens)⤶
* Fixed CNavLadder & CNavArea's Lua objects not becoming null after removal, causing crashes⤶
* Fixed Material() not being able to access gamemodes/ folder⤶
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## Changes⤶
* ServerLog global now obeys sv_logecho convar⤶
* Save cookies on Lua state shutdown to prevent data loss when disconnecting⤶
* Render library underflow warnings are now non halting Lua errors⤶
* Clamped PhysObj.SetMass to safe values (0-50000] to prevent crazy physics⤶
* CreateConVar/AddConsoleCommand globals now ErrorNoHalt when command creation fails, instead of silently failing⤶
* Can no longer create concmmands/convars with blocked names⤶
* Made Player.GetPlayerInfo shared⤶
* Added snd_buildcache to blocked command list⤶
* Entity.DropToFloor now checks if the entity is inside world geometry - if it is, do not drop to floor. Should help with stuff ending up underground in certain places, such as NPCs on displacements.⤶
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## Deletions⤶
* None so far⤶
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