Garry's Mod Wiki

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Update_Preview_Changelog#563609

<cat>Play</cat> <title>Update Preview Changelog</title> 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](Dev_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 * Added Enemy Rebel NPC to the spawnmenu - This NPC is intended as an example for modders to have humanoid NPC reskins not produce combine noises⤶ * Added ability to copy Sandbox tool class names via right click context menu * Added new Bloom preset * Implemented localization for built-in undo actions⤶ * Implemented ammo name localization for built-in ammo types (shown when picked up)⤶ ## 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 * Fixed NPC icons in spawnmenu search not having weapon selection on right click * Fixed strider stomp attack creating invisible ragdoll with Keep Ragdolls * Fixed Portal Rocket Turret not updating its facing angles with no target * Fixed indentation of the gamemode list items (Community Contribution) * Fixed right-side padding of the gamemode list items in main menu to be consistent with other padding (Community Contribution) * Fixed inconsistent margins on language list and Start Game button (Community Contribution)⤶ * Fixed camera tool entity losing its key binds on level transition, leaving the player potentially stuck in the camera view * Fixed singleplayer toolgun ghost from saving in map saves as a prop * Fixed more missing spawnmenu localizations (entity categories and others) (Community Contribution) * Implemented localization for built-in undo actions⤶ * Implemented ammo name localization for built-in ammo types (shown when picked up)⤶ * Localization support for crosshair customization (Community Contribution)⤶ * Fixed the game not downloading maps from servers if compressed version exists locally, but wasn't extracted/was corrupted * Prevent Keyboard options tab from being loaded from addons/mountable games * Half-Life's Geiger counter only reacts to enabled `trigger_hurts` entities * Fixed inconsistent margins on language list and Start Game button (Community Contribution)⤶ * Prevent Keyboard options tab contents from being loaded from addons/mountable games * Half-Life's Geiger counter only reacts to enabled `trigger_hurt` entities * Fixed Barney missing animations in his Half-Life 2: Episode 1 appearances * Fixed crashes when using SuperDOF with multicore rendering * Fixed certain languages not working at all on Linux due to filename capitalization issues * Fixed a crash when spawning certain vehicles with malformed vehicle scripts * Fixed tool sorting when some tools are missing localization strings (Community Contribution) * Fixed tool sorting not being alphabetical when some tools are missing localization strings (Community Contribution) * Fixes towards MP3s hanging the game on first playback * Ported some exploit fixes from Team Fortress 2 SDK * Fixed .357 Magnum reload missing its shell eject effect * Fixed Bugbait not having viewmodel bob when sprinting * Fixed missing AR2 reload sound in 3rd person * Fixed Pistol missing brass eject effects for players in 3rd person * Fixed missing Pistol brass eject effects for players in 3rd person * Fixed missing holdtype & player animations for Bugbait in 3rd person * Fixed missing holdtype animations for Citizen Suitcase, Citizen Package, Annabelle and Alyxgun weapons * Fixed `npc_zombie` not using `sk_zombie_dmg_both_slash` console variable at all * Fixed inaccessible area on `ep2_outland_10` due to model name collision * Fixed Half-Life 2: Episode 2 Fast Zombie on car jumpscare sequence * Fixed missing animation on hula doll in Half-Life 2: Episode 2's final map ## Changes * Bumped default value of `sbox_maxconstraints` to `2000` 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 * Made 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 for `spin_none` physics interaction * Fixed Gravity Gun launching things too far due to a previous fix for `spin_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 * Added an ever increasing counter to poster file names⤶ * Allow closecaptions in multiplayer with the `closecaption` cvar set to `1` (`closecaption_mp` for dedicated servers) * Update Portal turret relationships to certain NPCs * Main menu news panel now has rounded corners to match the rest of the main menu (Community Contribution) * Added an ever increasing counter to poster file names to avoid name collisions⤶ * Allowed closecaptions in multiplayer with the `closecaption` console variable set to `1` (`closecaption_mp` for dedicated servers) * Updated Portal turret relationships to certain NPCs * Main menu news panel now has rounded corners to match the rest of the main menu styles (Community Contribution) * Do not penalize full servers in the ranking (Community Contribution) * Do not display effect rings with Gravity Gun equipped⤶ * Adjusted Sandbox ContentIcons (weapon, NPC icons, etc) to scroll text if it is too long, for cases where translation take too much space * Do not display effect rings with Gravity Gun equipped (Community Contribution)⤶ * Adjusted Sandbox weapon, NPC icons, etc. to scroll text if it is too long, for cases where translations take too much space ## 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) * Magneto-stick DoAttack cleanup (Community Contribution) * Fix C4/Radio sounds not playing outside of PAS (Community Contribution) * Fix "CS:S not mounted" warning (Community Contribution) * Change holdtypes for consistency with viewmodels⤶ * clarify Health Station usage hint text⤶ * Update localization files⤶ * Magneto-stick DoAttack code cleanup (Community Contribution) * Fixed C4/Radio sounds not playing in certain cases (Community Contribution) * Fixed "CS:S not mounted" warning not showing when CS:S is not mounted (Community Contribution) * Changed holdtypes for consistency with viewmodels (Community Contribution) * Clarify Health Station usage in hint text (Community Contribution)⤶ * Update localization files (Community Contributions)⤶ # Technical Changes ## Additions * Added some generic logic entities from Portal 2 - `logic_register_activator`, `logic_coop_manager`, `point_viewcontrol_multiplayer`, `point_viewproxy` * Added new inputs/keyvalues to `prop_vehicle_choreo_generic` from Portal 2 * Inputs: `SetCanShoot`, `UseAttachmentEyes`, `SetMaxPitch`, `SetMinPitch`, `SetMaxYaw`, `SetMinYaw` * Key-values: `playercanshoot`, `useattachmenteyes`⤶ * Enable DMX versions 3, 4 and 5 loading for particles from newer games * Key-values: `PlayerCanShoot`, `UseAttachmentEyes`⤶ * Enable DMX versions 3, 4 and 5 loading for particles from newer Source Engine 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` and `TriggerForActivatedPlayer`, as well as `"Strip All Weapons First"` spawnflag * Added new inputs to `game_text` - `SetText`, `SetPosX`, `SetPosY`, `SetTextColor`, `SetTextColor2` * Added new inputs for `game_player_equip` - `TriggerForAllPlayers` and `TriggerForActivatedPlayer`, as well as `"Strip All Weapons First"` spawnflag * Added `skybox_swapper` entity * Added `logic_eventlistener` and `logic_eventlistener_itemequip` from Team Fortress 2⤶ * Added `point_worldtext` entity (CS:GO version) and added most Team Fortress 2-exclusive features into it⤶ * Added `logic_random_outputs` entity⤶ * Added `fog_volume` entity⤶ * Added `trigger_tonemap` entity⤶ * Added particle-based `func_precipitation` types from CS:GO * Added ability to override `func_precipitation` particles⤶ * Implemented `func_precipitation_blocker`⤶ * Implemented `origin` for `playlooping`/`playrandom` and `ambientOriginOverride` for "playSoundscape" in soundscapes * Added ability to override `func_precipitation` particle systems by name⤶ * Added `func_precipitation_blocker` entity⤶ * Implemented `origin` for `playlooping`/`playrandom` and `ambientOriginOverride` for "playSoundscape" in soundscapes * Added new options to Run Map dialog in Hammer * Restored `"JellyFish"` shader * Added `hostile` keyvalue to `npc_citizen` * Will be treated as a combine. Useful for NPC reskins to not have combine noises. Or just for fun. * Experimental 24-bit color support for Windows Dedicated Server console, and proper color support on Linux SRCDS * Implemented experimental 24-bit color support for Windows Dedicated Server console, and proper color support on Linux SRCDS * Implemented HDR override for fog colors for 20th anniversary Half-Life 2 maps (Also available in Hammer for mappers) * Added `logic_eventlistener` and `logic_eventlistener_itemequip` from Team Fortress 2⤶ * Implement `point_worldtext` (CS:GO version) and added TF2 features into it⤶ * Added `logic_random_outputs` entity⤶ * Added `fog_volume` entity⤶ * Added `trigger_tonemap` entity⤶ * Added `Master` spawnflag to `env_tonemap_controller` * Added `SetMaxDensityLerpTo` input & `HDRColorScale` key-value to `env_fog_controller` * Implemented `AttachToVehicle` input for `npc_fastzombie` * Added sv_player_usercommand_timeout⤶ * Added `sv_player_usercommand_timeout` console variable⤶ ## 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 calculating `prop_vehicle_choreo_generic` look angles * Allow loading PCF version 2 in `-tools`⤶ * Allow loading PCF version 2 in `-tools` Particle Editor⤶ * Fixed many, many potential crashes with the particle system * Added missing materials for legacy Ash precipitation type * Fixed missing materials with legacy Ash precipitation type * Fixed 2 `"Parent cvar in server.dll not allowed"` warnings on client start up * Do not print `cc_lang = ` with `developer 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` * Fixed crash when <page>ents.CreateClientProp</page> is given an empty string * Fixed `logic_collision_pair` and some other obscure entities not calling <page>GM:EntityRemoved</page> * Remove NULL entities from `Entity.Constraints` table when associated constraints are removed * Fixes for `tanktrain_ai` * Fixed sound playback and updated default sounds to existing files * Added `"Chase Target"` key value * Added missing `"Target Entity"` input to the FGD * Fixed movement & movement speed * Fixed movement direction selection & movement speed * `!player` target will update to the closest player before every move * Change update rate while moving to 0.1s (from 0.5) * Updated `C_RPG.MDL` to use correct muzzle flash event and prevent console warning⤶ * Updated RPG viewmodel to use correct muzzle flash event and prevent console warning when firing⤶ * Fixed a server crash exploit to do with malicious packets * Fixed bone manipulations (scale, position) being transformed by how much the player moved on level transition * Fixed which entity is the inflictor/weapon in <page>CTakeDamageInfo</page> when firing built-in C++ weapons, including when NPCs fire them, as well as `trigger_WateryDeath`. * Fixed small potential memory leak with creating Lua bone followers * Fixed a small memory leak in gamemode .txt file parsing * Fixed a small memory leak with saving presets (preset library) * Fixed `"Bad SetLocalOrigin on gmod_hands"` warning (Community Contribution) * Fixed a small memory leak with saving presets (<page>preset</page> library) * Fixed `"Bad SetLocalOrigin on gmod_hands"` warnings (Community Contribution) * Prevent `.ani` files from loading if they would crash the game i.e. if the `.ani` file is smaller than the model expects it to be * Minor code quality & performance improvements to Toolgun Help, RenderTarget related Lua code, `skypaint` matproxy, ToolGun and Post Processing control panels, ents.FindByClassAndParent, removed deprecated calls to ControlPanel:AddControl, Workshop Mount VGUI, Sandbox hints, Removed unused JS dependencies in main menu - angular-ui, jquery-ui, jquery-color (Community Contributions) * Update jQuery and reduce reliance on it in main menu, as well as lazy load images (Community Contribution)⤶ * Do not crash with `"bad inline model number"`, show a warning instead⤶ * Fixed bone manipulated entitys render bounding box being set to invalid sizes with certain models⤶ * Update jQuery version and reduce reliance on it in main menu, as well as lazy load images (Community Contribution) * Do not crash with `"bad inline model number"`, show a console warning instead⤶ * Fixed bone manipulated entities' render bounding box being set to invalid sizes with certain models⤶ * Fixed `"Toggle"` input on some triggers improperly toggling the entity * Fixed console warning about missing material when opening Options menu * Fixed max player speed not being set when trying to slow walk with `+walk` but slow walk is disabled via <page>Player:SetCanWalk</page> * Do not unexpectedly reduce MaxHealth on dead entities * Play `act` console command animations on the server (for hitboxes) * Do not unexpectedly reduce maximum health on dead entities * Play `act` console command animations on the server as well (for hitboxes) * Fixed a stack overflow in TextEntry scrolling * Fixed crash with net_showmsg⤶ * "Fixed" an infinite loop in memory allocation by exiting the engine/tool w/ a nice message * Prevent developer only messages about bone access with <page>util.DecalEx</page> in multiplayer * Fixed MP3s recaching 2 times in a row sometimes⤶ * Fixed cache size not being able to exceed 65k per item * Fixed a rare crash when `net_showmsg` console variable is in use⤶ * "Fixed" an infinite loop in memory allocation by exiting the engine/tool with a nice message * Prevent developer only messages about bone access not being allowed with <page>util.DecalEx</page> in multiplayer * Fixed MP3s recaching 2 times in a row sometimes for no reason⤶ * Fixed cache size not being able to exceed 65kb per item * Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache upwards of 400KB of unused data per MP3 for playback without hanging the game * Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file * Fixed SWEP.ViewModelFlip making view model sway backwards * Merged some anti usercmd abuse stuff from TF2 SDK * Increased amount of cached data for MP3s to satiate initial burst of data access by BASS.DLL (from 16K to 96k) This was preventing asynchronous load of the entire file * Fixed `SWEP.ViewModelFlip` making view model sway backwards * Merged some anti usercmd abuse stuff from Team Fortress 2 SDK ## Changes * Do not estimate velocity clientside since we network it for every entity anyway * 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⤶ * 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` - Remove `DListViewLabel`'s Think function since it does nothing in `DListView_Line` anyway * Minor code quality & performance improvements to Toolgun Help, RenderTarget related Lua code, `skypaint` matproxy, ToolGun and Post Processing control panels, ents.FindByClassAndParent, removed deprecated calls to ControlPanel:AddControl, Workshop Mount VGUI, Sandbox hints, Removed unused JS dependencies in main menu - angular-ui, jquery-ui, jquery-color (Community Contributions)⤶ * Micro optimization for Entity.__index (Community Contribution) * Micro optimizations for team library (Community Contribution) * Potential micro optimizations in localization loading/parsing * 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⤶ * Change Hitbox 7 color from white to orange for debugging convar/HMLV⤶ * Change Hitbox 7 color from white to orange for the debugging console variable and HMLV⤶ * Search for shaders in map file if none were found in the game folder * Added `"shaders/*.vcs"` to BSP whitelist * Update `screenspace_general` shader with some CS:GO features * Updated `screenspace_general` shader with some CS:GO features * Removes `$X360APPCHOOSER` (Use `$VertexColor`) * Adds `$VERTEXSHADER` * Added most CS:GO parameters except for C4* and C5* params⤶ * Added most CS:GO parameters except for C4* and C5* parameters⤶ * Enable `sv_parallel_sendsnapshot` by default * Display a warning when async file read operation tries to read more bytes than there are in the file * Display HTTP error when FastDL fails to download a file, and its not a 404 error * Display HTTP error when FastDL fails to download a file and if it's not a 404 error * Made `lua_run` entity keyvalues case insensitive * Call <page>Entity:SetCreator</page> on all Sandbox spawned entities, not just SENTs (Community Contribution) * Filled in some GMod specific console variable descriptions that are defined in C++ * Added shader name to `"failed to create shader"` console error message * Rework how LZMA decompression works for BSP files⤶ * Added more useful info to Client=>Server and Server=>Client GMod specific net message ToStrings for debugging purposes⤶ * Rework how LZMA decompression works for BSP files to be more reliable and less wasteful⤶ * Added more useful info to Client=>Server and Server=>Client GMod specific net message ToStrings for debugging purposes (`net_showmsg`)⤶ * Unhide `sv_maxspeed` console variable * Read map cycle only from MOD path (not from addons/mountable games)⤶ * Do not read mapcycle.txt file from addons or mountable games⤶ ## 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` and `vgui_drawtree_panelptr`⤶ * Deleted unused `resource/chromium/` folder * Removed `mat_surfaceid` and `vgui_drawtree_panelptr` console commands/variables⤶ * Removed unused `resource/chromium/` folder * Removed non existent `commedit.dll` from `sdkenginetools.txt` * Removed `cl_threaded_client_leaf_system` convar, which was doing nothing since 2016⤶ * Disable hack for Intel GPUs that disables Shader Model 3 shaders * Removed `cl_threaded_client_leaf_system` console variable, which was doing nothing since 2016 except to mislead people⤶ * Removed hack for Intel GPUs that disabled Shader Model 3 shaders * Removed some clientside weapon stubs for non existent weapons # Developer tool changes ## Hammer * Added model scale preview to Hammer * Hammer: Fixed collision model preview being offset in 3D when dragging⤶ * Hammer: Fixed keybinds for 1 & 2 not updating the render distance setting correctly, resulting in it being reset to previous step when certain actions happen⤶ * Hammer: Fixed empty buttons appearing in Entity Properties when it is opened before any entity is selected⤶ * Hammer & other tools mount addons/ folder by default (can be disabled with `-noaddons` launch parameter)⤶ * Added HammerID for entities in Hammer's selection status bar⤶ * Made Hammer use `gmod.exe` when generating GameConfig.txt⤶ * Fixed collision model preview in Hammer being offset in 3D when dragging⤶ * Fixed keybinds in Hammer for `1` & `2` not updating the render distance setting correctly, resulting in it being reset to previous step when certain actions happen⤶ * Fixed empty buttons appearing in Hammer Entity Properties when it is opened before any entity is selected⤶ * Hammer & other tools mount `addons/` folder by default (can be disabled with `-noaddons` launch parameter)⤶ * Added HammerID for entities in Hammer's selection status bar (Brushes already had this added a while back)⤶ * Added build date to Hammer's About dialog * Hammer: When copying game configs, ask for a new name⤶ * Hammer: Updated icon to be higher quality and have GMod colors * Hammer: Switch to CmdSeqDefault.wc (like CS:GO) * Hammer: Updated Options tabs to fit more data * When copying game configs in Hammer options, ask for a new name instead of copying the existing name without a way to change it⤶ * Updated the Hammer icon to be higher quality and have Garry's Mod colors * Switch Hammer to use `CmdSeqDefault.wc` by default (like CS:GO, user preferences are still stored in `CmdSeq.wc`) * Updated input elements Hammer Options tabs to fit the width of the window and fit more data * Increase `MAX_MAP_BRUSHES` from `16384` to `65535` * Tweak Hammer splash image & exe info * Hammer: Expand Object Bar by 20px to fit auto visgroups horizontally * Hammer: Increase default size of Entity Help window * FGD: Allow `bool` and `boolean` to be interchangeable⤶ * Hammer: Update "Lighting Origin" KV to mention `info_target`, not `info_lighting`, latter of which is removed on compile and is only meant for static props * Added `"starlayers"` to `env_skypaint` in the FGD, and mention the skybox texture name requirement in the entity description * Updated FGDs to include missing GMod specific additions - new rollermine spawnflag and `beam_spotlight`'s `SetColor` input * Added internal/hidden npc_rollermine inputs to the FGD⤶ * Tweak Hammer splash image & .exe info * Expand Hammer Object Bar by 20px to fit auto vis groups horizontally * Increase default size of Hammer Entity Help window * Allow `bool` and `boolean` to be interchangeable in `.fgd` files⤶ * Update "Lighting Origin" KV description to mention `info_target`, not `info_lighting`, latter of which is removed on compile and is only meant for static props * Added `"starlayers"` to `env_skypaint` in Hammer, and mention the skybox texture name requirement in the entity description * Include missing Garry's Mod specific additions in Hammer - new Rollermine spawnflag and `beam_spotlight`'s `SetColor` input * Added internal/hidden npc_rollermine inputs in Hammer⤶ * Fixed Hammer breaking VMF files if they contain \n in keyvalue values * Implemented Hammer preview for point_worldtext - https://files.facepunch.com/rubat/2025/February21-1113-CrowdedFoxhound.jpg * Hammer: Ensure Input/Output colums fit header text, so its not "P...", "O...", etc. when adding a new input for the first time * Hammer: Fixed map instances being added to recently opened files when opening the parent map * Hammer: Implemented multi-cordon system from CS:GO * Hammer: Fixed certain inputs having wrong descriptions⤶ * The output tab was adding every single input from the entire map into the dropdown, and then hiding unwanted ones, causing name collisions⤶ * Now only adds inputs from target entities if there are any valid ones, if not, THEN we add all of them.⤶ * Ensure Hammer's Entity Properties Input/Output columns fit the header text, so its not "P...", "O...", etc. when adding a new input for the first time * Fixed map instances being added to recently opened files in Hammer when opening the parent map * Implemented Hammer multi-cordon system from CS:GO * Fixed certain inputs having wrong descriptions in Hammer Entity Properties window⤶ ## Map Compile Tools * 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⤶ * VRAD: Only show `"Warning! Invalid model version"` with verbose flag⤶ * VRAD: Fixed a memory corruption issue with static prop lightmaps * Fixed VRAD crashes due to missing VVD files * VBSP: Increase usefulness of "Occluder straddles multiple areas" warning * Added `light_directional` support for VRAD⤶ * Ported some other VRAD changes from CS:GO to do with displacement lightmaps, supposedly should be better where brushes/displacements meet⤶ * Implement `-StaticPropSampleScale` & `-StaticPropBounce` for VRADfrom CS:GO * Added `-softenCosine` for VRAD ⤶ * Only show `"Warning! Invalid model version"` with verbose flag in VRAD output⤶ * Fixed a memory corruption issue with VRAD static prop lightmaps * Fixed VRAD crashing due to missing VVD files * Increase usefulness of "Occluder straddles multiple areas" VBSP warning * Fixed VBSP crashing with missing VVDs, and fix it trying to look for VVDs in incorrect places in rare cases * Added support for `%CompileNoShadows` (VBSP)⤶ * VBSP: Prevent crashing with bad VMFs (newlines), display an error * Added support for `%CompileNoShadows` to VBSP⤶ * Prevent VBSP crashing with bad VMFs (that contain unescaped newlines in KV values), display an error * Do not set thread count to 1 if the local CPU has more than 32 of them (limited to 64 now, and is clamped instead of resetting) * Fixed map compile tool output formatting to do with missing prints related to threaded workloads * Removed duplicate "missing material" output from VBSP ## Other * 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 * Fixed Tool MdlPicker causing console warnings * Set default MdlPicker model image output folder to game folder, not C:/⤶ * Hide "Generate Backpack Icons" button in MdlPicker⤶ * Fixed "Clean Undo History" not working in Particle Editor * Fixed panel/memory leak with particle picker previews⤶ * Actually implement undo limit in tools (Particle Editor) * Set Undo Limit for Particle Editor to 512⤶ * Fixed a crash with VMTPicker (-tools)⤶ * Tools: try searching for gameinfo.txt relative to the .exe of the tool, if `gameinfo.txt` not found⤶ * Allows BSPZIP.exe (and probably others) to run from scripts outside of the game directory without additions parameters⤶ * StudioMdl.exe: Gracefully handle numframes 0 or below, instead of crashing⤶ * Fixed tool Model Picker causing console warnings * Set default Model Picker model image output folder to a game sub-folder, not `C:/`⤶ * Hide `"Generate Backpack Icons"` button in Model Picker as it is not applicable to Garry's Mod⤶ * Fixed `"Clear Undo History"` option not working in Particle Editor * Fixed panel/memory leak with particle picker previews (Particle Editor)⤶ * Actually implement undo limit in tools (and set it to 512 in Particle Editor) * Fixed a crash with Material Picker (`-tools`)⤶ * Tools: try searching for `gameinfo.txt` relative to the .exe of the tool, if `gameinfo.txt` not found⤶ * Allows BSPZIP (and probably others) to run from scripts outside of the game directory without additional parameters such as `-game`⤶ * StudioMdl: Gracefully handle `numframes 0` or below in `$sequence` with an error message, instead of crashing⤶ # Lua API Changes ## Additions * Added <page>PhysObj:GetIndex</page> * Added <page>NPC:SetFOV</page>, <page>NPC:GetFOV</page> (in degrees), <page>NPC:IsInViewCone</page> ( vector/entity ) * Added <page>Entity:AddSpawnFlags</page>, <page>Entity:RemoveSpawnFlags</page> and <page>Entity:SetSpawnFlags</page> (Community Contribution) * Added `MAX_EDICT_BITS` global enum * Added <page>NPC:GetLastPosition</page> * Added <page>NPC:GetMoveDelay</page> * Added <page>NPC:SetMoveDelay</page> * Added <page>physenv.GetPhysicsPaused</page> * Added <page>physenv.SetPhysicsPaused</page> * Added <page>ENTITY:TranslateNavGoal</page> * Added <page>sound.SetActorGender</page> * Added `viewid` to <page>render.GetViewSetup</page>, can be used to detect water rendering passes * Added <page>ENTITY:DoImpactEffect</page> for `ai` and `nextbot` SENTs * Added <page>CTakeDamageInfo:GetWeapon</page> and <page>CTakeDamageInfo:SetWeapon</page> * Added <page>Entity:Alive</page> * Added <page>math.IsNearlyEqual</page> * Added <page>Global.HWBToColor</page> (Community Contribution) * Added <page>COLOR:ToHWB</page> (Community Contribution) * Added <page>COLOR:GetHue</page>, <page>COLOR:SetHue</page>, <page>COLOR:AddHue</page> (Community Contribution) * Added <page>COLOR:GetSaturation</page>, <page>COLOR:SetSaturation</page>, <page>COLOR:AddSaturation</page> (Community Contribution) * Added <page>COLOR:GetBrightness</page>, <page>COLOR:SetBrightness</page>, <page>COLOR:AddBrightness</page> (Community Contribution) * Added <page>COLOR:GetLightness</page>, <page>COLOR:SetLightness</page>, <page>COLOR:AddLightness</page> (Community Contribution) * Added <page>COLOR:GetWhiteness</page>, <page>COLOR:SetWhiteness</page>, <page>COLOR:AddWhiteness</page> (Community Contribution) * Added <page>COLOR:GetBlackness</page>, <page>COLOR:SetBlackness</page>, <page>COLOR:AddBlackness</page> (Community Contribution) * Added 2nd argument to <page>Global.CompileFile</page> - showError * Added <page>util.RemoveDecalsAt</page> * Added Player:ExitLadder⤶ * Added "owner" argument to SWEP:OnDrop⤶ * Allow NPC list (list.Set) to set `Author` property (displayed in spawnmenu on hover tooltip) * Added <page>Player:ExitLadder</page>⤶ * Added `"owner"` argument to <page>WEAPON:OnDrop</page>⤶ * Allow NPC list (<page>list.Set</page>) to set `Author` property (displayed in spawnmenu on hover tooltip) ## Fixes * Fixed not being able to `StopSound` generated sounds * Fixed clientside only entities being considered map created by <page>Entity:CreatedByMap</page> * Fixed <page>DAdjustableModelPanel</page> spazzing out when main menu is open by ignoring mouse input⤶ * Fixed <page>DAdjustableModelPanel</page> spazzing out when main menu is open (by ignoring mouse input)⤶ * <page>gmsave.SaveMap</page> now respects `Entity.DoNotDuplicate` fully * Improve JSON function compliance with the JSON spec⤶ * Improve JSON function compliance with the JSON specification⤶ * <page>util.TableToJSON</page> - <page>math.huge</page> keys now become `"Infinity"` instead of `"inf"` * <page>util.JSONToTable</page> - Handle `nil` in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument ## Changes * Display a non halting error when teamID in <page>Player:SetTeam</page> would not network correctly * <page>GM:ClientSignOnStateChanged</page> is no longer called for HLTV clients * <page>util.IsValidModel</page> uses meshcount to determine useless models, instead of hardcoded path substrings, which is error prone * Do not `IsValid` the ident in `hook.Add` & `hook.Remove` - The check was added solely to print an error for invalid types, but NULL entity is still an entity * Do not `IsValid` the ident in `hook.Add` & `hook.Remove` - The check was added solely to print an error for invalid input types, but NULL entity is still an entity * Make <page>Entity:IsOnFire</page> return `false` instead of `nil` for non animated entities * <page>Entity:FollowBone</page> doesn't check the `boneID` argument if given a NULL entity, or no arguments at all * Cache gamemode table for <page>gamemode.Call</page> and <page>hook.Run</page> (Community Contribution) * <page>engine.CloseServer</page> now returns true if quit command was issued, and fix it not working immediately on server start up * <page>COLOR:SetUnpacked</page> type checks its inputs * Made certain Lua errors from Lua-defined functions produce better stack traces * <page>engine.CloseServer</page> now returns true if quit command was issued, also fixed it not working immediately on server start up * <page>COLOR:SetUnpacked</page> now type checks its inputs * Made certain Lua errors thrown from Lua-defined functions produce more useful stack traces * <page>game.CleanUpMap</page> deletes `C_Hairball` * Make <page>file.Write</page> and <page>file.Append</page> return success of <page>file.Open</page> used internally (Community Contribution) * Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring their return value has the Color metatable (Community Contribution) * Allow comments and trailing commas in JSON parsing * Make util.TableToJSON output whole numbers without decimal point when encountering such Lua numbers * Make <page>util.TableToJSON</page> output whole numbers without decimal point when encountering such whole Lua numbers ## Deletions * Removed last 3 parameters of <page>engine.WriteSave</page> which are now handled in-engine automatically * Added `timedemo` and related console variables/console commands to blocked list * Blocked `"showconsole"` concommand, and `tv_record` clientside only* Added `timedemo` and related console variables/console commands to blocked console command list * Blocked the `"showconsole"` console command, and the `tv_record` console command clientside