Revision Difference
Update_Preview_Changelog#564751
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<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
* Fixed leading spaces in a console command not adding it to the console autocomplete history
* Updated Metrocop player model so the model actually has a shadow
* Physics Gun rotation and Camera zoom/roll now work consistently independent of client FPS
* Fixed Resistance Turrets being in Combine Overwatch NPC squad (Spawn menu)
* Fixed pink or green artifacts appearing on certain decals when spammed in one place a lot
* Bonemerged models inherit lighting origin from parent - makes view model hands match lighting of the view model itself⤶
* Fixed incorrect player aiming animations for other players sitting in vehicles⤶
* Restored functionality of `m_filter` (No longer forced to 1)⤶
* Fixed non ASCII characters in `"Unknown command X"` console message appearing as `"?"`⤶
* Update RPG Launcher world model to fix muzzle flashes not playing, or playing at incorrect times⤶
## Changes
* Prevent throwing props immediately when using +USE pickup if holding left or right mouse buttons while picking up something
* Made Combine Energy Balls bounce from frozen props in a more consistent fashion⤶
* Made crossbow bolts bounce from indestructible props, frozen and unfrozen⤶
* Faceposer uses localized string for "Other" category⤶
## Deletions
* Nothing so far⤶
* Removed "Use Bloom" checkbox from Video options, as it was not bound to any convar or setting, meaning it did nothing⤶
* Removed `No HDR but use bloom` from Video Options since it doesn't do anything⤶
## TTT Changes
* Nothing so far
# Technical Changes
## Additions
* Added `-mountcfgfile` launch parameter that allows overriding filename of `cfg/mount.cfg` file to be loaded as `mount.cfg` (for example, `-mountcfgfile mount2.cfg` would load `cfg/mount2.cfg`)
* Added `host_writeconfig_lua` console command (blocked from Lua)
## Fixes
* Fixed a case where voice chat would cease to work if `voice_enable` is set to `0` and back to `1`
* Fixed clientside errors happening before LevelInit not being sent to the server
* Fixed commas in `AddOutput` map IO input causing the input text to be truncated (Now uses the special ESC symbol internally, like Hammer VMFs do)
* Automatically delay HTTP calls until `SteamHTTP` is ready (for dedicated servers)
* Queue `lua_error_url` messages until `SteamHTTP` is available (for dedicated servers)
* Do not render drag'n'drop overlay for engine panels when UI mouse input is not active
* Fixed ragdoll boogie (flopping around due to being touched my mega gravity gun) happening from +USE pickups/throws through Lua
* Prevent crashes when trying to write too much data into a small texture⤶
* Fixed an infinite loop in weapon selection HUD with certain weapon names⤶
* Fixed `mat_luxels 1` producing unusable results⤶
* Fixed a crash issue with close caption HUD⤶
* Fixed crashes to do with particle file loading due to weird formats⤶
* Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL⤶
* Fixed crashes with `point_worldtext` during saving⤶
## Changes
* Tell the player if `garrysmod.ver` is read only, which could lead to inability to join servers
* Log workshop addon mounts (count only) in console for debugging purposes
* Micro optimization for cam.Start2D() (Community Contribution)
* Remove most of usage of deprecated deprecated CSteamAPIContext on the client
* Apply more strict checking of invalid Lua states in `CLuaObject`
* Make Lua `print()` and `error()` text colors in console the same
* AvatarImage keeps track of textures it creates and reuses them, preventing exhaustion of texture name symbol list
* Add `WriteTempEntities` overflow warning from CS:GO⤶
* Do not force `"rate"` cvar to `100000` on start up (from 1000000), and remove archive flag from it⤶
* When dealing physics stress damage on characters, set inflictor and attacker if possible⤶
* Will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first one.⤶
* Truncate killfeed names to 512 bytes to prevent net message overflows⤶
* Register private animation events as client events too, so they call the clientside SENT hook for model animation events⤶
## Deletions
* Removed Novint Haptics Device integration
* Remove `voice_modenable` in favor of `voice_enable`. There's no reason to have both, it only creates confusion.
* Removed unused console variables:⤶
* Removed unused console variables that did nothing to prevent confusing players:⤶
* r_fastzrejectdisp, mat_shadowstate, mat_maxframelatency, mp_usehwmvcds, mp_usehwmmodels, r_threaded_client_shadow_manager, r_threaded_renderables, r_decal_cullsize, r_drawopaquestaticpropslast, r_threaded_renderables, snd_mix_async, mat_parallaxmap
* mp_teamlist, mp_teamoverride, mp_defaultteam, mp_allowNPCs, mat_disablehwmorph, sv_contact, sv_consistency⤶
* joy_yawsensitivity_default, joy_pitchsensitivity_default, option_duck_method_default, sv_stickysprint_default, mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack, mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal, mp_forcerespawn, mp_fraglimit⤶
# Developer tool changes
## Hammer
* Nothing so far⤶
* Added inputs to `light_environment`, removed `point_clientcommand` and `point_servercommand` since they do not work in Garry's Mod.⤶
* Fixed 3D grid not rendering correctly in Hammer due to recent changes⤶
* More colors for Lightmap Grid in Hammer for super small (red) and super large (green) lightmap scales⤶
## Map Compile Tools
* Nothing so far
## Other
* Increase `MAXSTUDIOSKINS` for `studiomdl.exe` from 32 to 64
# Lua API Changes
## Additions
* Added <page>list.GetEntry</page> (Community Contribution)
* Added <page>list.RemoveEntry</page> (Community Contribution)
* Added <page>GM:OnClientLuaError</page>( strErr, ply )
* Added <page>GM:OnClientLuaError</page>( error, ply, stack, addon_name )
* Added new info to <page>util.GetModelInfo</page> - `IncludeModelCount`, `IncludeModels` and `HitBoxSets`⤶
* Added <page>ents.CreateClientRope</page>⤶
* Added <page>sql.QueryTyped</page> (Community Contribution)⤶
* Added <page>Color:Copy</page> method (Community Contribution)⤶
## Fixes
* Fixed double clicks not invoking <page>GM:VGUIMousePressAllowed</page> hook
* <page>Player:VoiceVolume</page> works for local player without `voice_loopback`
* This only works when using Steam voice, and only when not recording voice to file. (The default state)
* Fixed `IGModAudioChannel:GetPos` returning invalid values sometimes⤶
* Fixed `Player:GetAimVector` clientside for non local players in vehicles always pointing in the same direction relative to the vehicle⤶
## Changes
* Throw a non halting Lua error when giving invalid types to <page>Entity:SetNetworkedVar</page> (and the other `SetNetworkedX` functions)
* Throw a non halting Lua error when trying to read net message past its end (Limited to `lua_strict` being set to 1)
* Added `engine_no_focus_sleep` to blocked convar list
* On dedicated servers, `BRANCH` returns "unknown" instead of "prerelease"
* Since the builds are identical 99% of the time, "unknown" is the more expected value. This way, it's incorrect only in 0.01% instances of servers using the `prerelease` beta, instead of most of the time when not using any beta.
* Apply changes to `type()` function for speed improvements (Server/menu) (Community Contribution)
* `CUserCmd:GetMouseY/X` values on the server are now independent of client FPS of the associated player
* `constraint.Motor` accepts a bool for `"toggle"` parameter (was only accepting `0` or `1`)⤶
## Deletions
* Nothing so far