Garry's Mod Wiki

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Update_Preview_Changelog#564542

<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 * Nothing so far ## Fixes * Nothing so far⤶ * Fixed tonemap system not getting a new controller on map cleanup, resulting in map cleanups causing bloom to get brighter on some maps⤶ * Fixed `sv_max_usercmd_move_magnitude` breaking some mods, such as 3rd person mods⤶ * Improve player head angle (yaw) when in vehicles, fixes the neck snapping when looking backwards from left to right, fixes 90 degree offset in prisoner pod⤶ * Fixed white-on-white text color for pressed-in drop down menus, such as when right clicking entities⤶ * Fixed spawning NPCs with creator tool not randomizing weapons (Now fully respects the "NPC Weapon" setting in spawnmenu)⤶ * Fixed Crossbow sparks effect only playing for non local clients⤶ * Fixed Crossbow load glow appearing on view model (therefore in mid air) when using built-in third person mode⤶ * Fixed Crossbow not setting correct bolt glow skin when using certain addons, such as infinite ammo addons⤶ * Fixed shooting sand on gm_construct producing green particle effects. Now correctly produces sand-colored particle effects. Applies to all maps.⤶ * SMG1 ejects rifle shells, not pistol ones⤶ * Added `env_wind`'s `SetWindDir` input to FGD⤶ * Reset wind/sun render parameters on level load, so they are not transferred from one map to another within a play session⤶ * Fixed jiggle bones not functioning for serverside ragdolls (basically, for the ones spawned from spawn menu)⤶ * Fixed jiggle bones not scaling with model scaling (Biggify/Smallify options on NPCs for example)⤶ * Fixed jiggle bones behaving incorrectly when model scale is above or below 1⤶ ## Changes * Nothing so far⤶ * Added `gmod_cleanup` and `gmod_camera` commands to keyboard options⤶ * Replaced "Copy to Clipboard" icon with a button for Problems, hopefully will be more obvious what the button is, so players are more encouraged to copy the errors and send them to workshop addon developers⤶ * Added icons to Quick Fix button in Problems menu⤶ * Added "Copy to clipboard" button to <page>gui.OpenURL</page> dialog, and add icons to other buttons in the same dialog⤶ * Increase max voice chat channels to 16 (from 5), allowing more players to voice chat simultaneously⤶ * Changed "Toggle" to "Toggle Key" for Muscle and Hoverball key input customization (Community Contribution)⤶ * Revamped Sandbox scoreboard player volume scroller, so it's more obvious that it exists and that you can scroll⤶ * Allowed `mat_picmic` (Texture Quality) below `-1` in multiplayer⤶ * Added Alien Swarm map icons⤶ * Force load HDR map lighting if there is no SDR lighting shipped in the map file, to avoid map having no lighting at all⤶ ## Deletions * Nothing so far ## TTT Changes * Nothing so far⤶ * Updated localization files (Community Contribution)⤶ * Fixed inconsistency for default values in terrortown.txt (Community Contribution)⤶ * Added FCVAR_NOTIFY to various ConVars (Community Contribution)⤶ * If voice drain is enabled, it will not be applied to admins anymore by default (Community Contribution)⤶ * Changed some text used in the main menu "New Game" section (Community Contribution)⤶ * Allow Innocents to pick-up dropped Detective hats by default (Community Contribution)⤶ * Add an option to disable the Karma system via the main menu "New Game" hosting (Community Contribution)⤶ * Fixed players sometimes being revealed as dead when they chat/voicechat right as they die again (Community Contribution)⤶ # Technical Changes ## Additions * Nothing so far⤶ * Added `trigger_teleport_relative` entity⤶ * Added `m_bBreakable` to `prop_door_rotating` data description, so it can be accessed from Lua⤶ * Added ability to put background behind console notify text (that appears with developer 1) via `con_bgalpha` & `con_border` convars⤶ * Added asset usage counters in Hammer Model Picker⤶ ## Fixes * Nothing so far⤶ * Fixed particle precipitation not precaching the particles when only PCF particle based precipitation types are on the map⤶ * Make Linux use the same `console.log` code path as Windows so that ANSI command sequences are not written to console.log on Linux Dedicated Server⤶ * Fixed Lua errors with `weapon_base` when NPCs try to use it⤶ * Fixed not being able to select autocomplete options for <page>DTextEntry</page>⤶ * Try to prevent infinite loops when firing bullets from <page>GM:EntityTakeDamage</page>⤶ * Fixed regression where Hammer Model Picker would not scroll to selected item after first opened⤶ * Fixed a server crash to do with removed NPCs in NPC squads⤶ * Fixed Bugbait and Gravity Gun reporting 0 as their Clip1/2⤶ * Make SLAM weapon consistent with Grenade weapon internally - Use primary ammo type instead of secondary ammo type, correctly report Clip1/2 to Lua (as -1 for both instead 3/1)⤶ * Fixed City Scanners creating console warnings when spawned from spawnmenu⤶ * Fixed crashes when `SubRect` materials are used on a map brush⤶ * Fixed a crash with NPCs doing scripted sequences⤶ * Fixed crashes to do with material's representative texture used for impact particles⤶ * Fixed missing model for a specific option for `npc_citizen` in Hammer⤶ * Fixed a potential Lua error with constraint library⤶ * Fixed close button not doing anything for `+showvprof` window⤶ * Fixed sound handling of `func_movelinear`, and fixed its behavior when parented⤶ ## Changes * Nothing so far⤶ * Throw a warning when trying to create non-precached particles⤶ * Added 2 new options to console quick options - `vcollide_wireframe` & `cl_particle_show_bbox`⤶ * Update <page>Label</page> center alignment with an inset⤶ * Basically instead of being a minimum value for the X position of the text, the text is centered using the inset as the 0 position, always taking it into account. This is useful for buttons with icons, so the text always appears centered.⤶ * Certain Sandbox entity spawning global functions (used for spawnmenu) return the entities they create (Community Contribution)⤶ * <page>resource.AddFile</page> no longer adds `.jpg` files when used on `.mdl` files⤶ * Cache Dedicated Server Workshop addons and load the cached list when can't connect to Steam⤶ * Mention that `sv_no_ain_files` should be set before map load in its description⤶ * Do not output ANSI control characters into dedicated server console for `color_white`⤶ * Do not write variables at default values to `config.cfg`⤶ * Gracefully exit when encountering invalid SubRect materials, instead of exiting without a message⤶ * Updated debug_dump - sorting, vertical alignment, added game version, fixed some convars at default values still being written⤶ * Micro optimize <page>team.NumPlayers</page> (Community Contribution)⤶ ## Deletions * Nothing so far⤶ * Removed `cl_showpluginmessages` console variable and the associated system.⤶ * Removed `test_entity_blocker` concommand⤶ * Remove `-usetcp` command line option as it is broken anyway and has unknown purpose⤶ # Developer tool changes ## Hammer * Nothing so far ## Map Compile Tools * Nothing so far ## Other * Nothing so far # Lua API Changes ## Additions * Nothing so far⤶ * Added a bunch of new data to <page>util.GetModelInfo</page>⤶ * Added `"Inflictor"` field to Bullet structure⤶ * Added <page>Panel:GetContentAlignment</page>⤶ ## Fixes * Nothing so far⤶ * Improvements for <page>util.TableToJSON</page>⤶ * Throw haltng errors at all times (instead of non halting ones)⤶ * Clear any parsed data before throwing Lua errors, because the Lua errors prevent destructors from running⤶ * Colors returned from C++ functions now have their metatables⤶ * Call <page>GM:PlayerLeaveVehicle</page> after the player leaves the vehicle, not during, to prevent stack overflows and players being stuck in no clip when exiting a vehicle.⤶ ## Changes * Nothing so far⤶ * <page>DButton</page>.SizeToContents now sets the text inset (when using an icon) before sizing to contents⤶ * Implemented Panel.SizeToContentsX for DButton (Takes into account the icon)⤶ * <page>Panel:PaintAt</page> will only set Z-position if there are any 0 values on the sibling panels, to maintain order⤶ ## Deletions * Nothing so far