Revision Difference
Update_Preview_Changelog#565318
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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
* ⤶
* Added NPC support for MP5 from Half-Life: Source⤶
* Added `sv_pause_sp` - allows singleplayer game to not be paused automatically when pressing ESC/opening console⤶
* Added option to hide outdated servers to the server browser (Community Contribution)⤶
## Fixes
*
* Make default Sandbox fonts extended for better rendering of non Latin characters (Community Contribution)
* Improve NPC animation support for pistols and rifles⤶
* Combine NPCs no longer T-pose with pistols, instead use rifle animations⤶
* Improved crouch support for NPCs using pistols and rifles - NPCs wont crouch to shoot for 0.3 seconds and then stand back up⤶
* RPG/Crossbow animation support improvements for citizens⤶
* Support for Combine Soldiers firing the RPG Launcher ⤶
* Improve metropolice weapon support for Shotguns, AR2, RPGs⤶
* Fixed Eli, Magnusson, Kleiner, Mossman and Breen shooting from their feet⤶
* Fixed NPCs being able to shoot some guns forever, without reloading, such as the AR2⤶
## Changes
*
* Enable Jalopy idle animation (Engine "jiggle" animation) without `hl2_episodic` console variable having to be set to 1 (This applies to all vehicles, even modded ones, if they have an animation bound to ACT_IDLE_STIMULATED)
* Unhide Jalopy seat and Flechette Gun when not mounting HL2, since we now ship content needed for those by default⤶
* Unhide CS:S thruster models by default (Community Contribution)⤶
* Kleiner, Mossman, Eli, Breen and Magnusson can now spawn with guns, Vortigaunts and Half-Life: Source G-Man can no longer spawn with guns⤶
* Enable "Spawn with Weapon" UI for Eli, Mossman, Breen, Magnusson, Kleiner (when right clicking their NPC spawn icons)⤶
* Try to make NPCs shoot slower with the .357⤶
* Added icons to NPC weapon selection in spawnmenu NPC tab and on NPC spawn icon right click⤶
* Also group weapons in NPC spawnicon right click by category like it is in other places⤶
## Deletions
*
## TTT Changes
* Nothing so far
# Technical Changes
## Additions
* ⤶
* `status` console command now also prints server & map uptime⤶
## Fixes
* ⤶
* Fixed "TraceAttackToTriggers" system for bullets causing the shot entity to have a separate damage event for each pellet of a shotgun shot⤶
* Fixed `func_lookdoor` in multiplayer only reacting to the first player on the server (now reacts to the closest player)⤶
* Multiple improvements to error handling of particle sheet loading⤶
* `weapon_fists` sets Weapon in DamageInfo (Community Contribution)⤶
* Prevent crashes due to `net_graph` trying to draw too much at a time⤶
* Fix `Error()` in C not exiting the game with a nice message when multicore rendering is enabled⤶
* Fixed `sv_lagcompensationforcerestore` not really doing what it says in its description⤶
* Fixed soundscapes not working with duplicate sounds⤶
* Fixed `Entity:FireBullets` causing `"CLuaObject:GetType with invalid lua state"` warnings after a changelevel when using FireBullet callbacks⤶
* Restore rope texture scaling to Half-Life 2 values when they are spawned by the map⤶
* Prevent potential Lua errors with `weapon_base` when owner dies during firing bullets⤶
* Fixed some IMaterial functions complaining in console about "$basetexture not being a texture". (Non multicore rendering only)⤶
* Fixed server crash when mounting ladders at edict limit⤶
## Changes
* ⤶
* Prevent silly values in `fog_controller` (malicious map "protection"), as well as prevent map reload loop via `player_loadsaved` entity⤶
* Improvements to multiplayer player getters⤶
* `FindEntityProcedural` `!pvsplayer` multiplayer support improvement⤶
* `UTIL_GetLocalPlayer` micro optimizations⤶
* `UTIL_FindClientInPVS` now tries to get the closest client⤶
* Changed "exe version" to "network version" in output of "`version`" console command to avoid confusion⤶
* Removed newline from `"Disconnect by server."` kick message, so server console log is less messy. No other kick reason adds a new line at the end.⤶
* Micro optimization for `GM:HUDDrawTargetID` (Community Contribution)⤶
* Enable Episode 2 behavior for `npc_combine_s` (Some sort of "march" mode)⤶
* Allow .PCF as valid network transfer extension (FastDL)⤶
* SRCDS workshop addon cache also caches titles - Also display a warning when that cache will be used⤶
* Make "No account token specified" message in SRCDS console a warning⤶
* Unhide `sv_soundscape_printdebuginfo`⤶
* Reset render library's internal "last material" vartiable on map shutdown⤶
* Fallback "VertexBeckman" shader to "VertexLitGeneric" (PVK2 game)⤶
* Improve free edict detection during entity creation, so allocated edict count cannot pass the internal buffer amount and prevent creation of entities until map restart⤶
* Clean-up doubleclicking code in the main menu (Community Contribution)⤶
* Make zombies/metrocops propagate their "use lag compensation" state to spawned child NPCs (headcrabs and manhacks)⤶
* Dynamically calculate max autocomplete items for the console based on available space⤶
* Added SteamID64 to `"Dropped %s player from server"` console message⤶
## Deletions
*⤶
* Removed pointless `"PREP OK"` console message during map loading⤶
# Developer tool changes
## Hammer
*
* Update FGD - Add descriptions to light entity keyvalue properties
* Mount CSS/Episodic VPKs in tools (Hammer & compilers)⤶
* Implemented color preview for models⤶
* Added color keyvalue to `prop_door_rotating`⤶
## Map Compile Tools
*
## Other
*
# Lua API Changes
## Additions
* ⤶
* Entity.FindGestureLayer( activity ) = LayeriD⤶
* Entity.FindGestureSequenceLayer(seqID)=LayeriD⤶
* Entity.RemoveLayer( layerID )⤶
* Entity.SetLayerAutokill( layerID, bool )⤶
* Added GM:OnNPCDropItem hook⤶
* Added NPC:IsCrouching⤶
## Fixes
*
## Changes
* ⤶
* Blocked `editdemo` console command from Lua just in case⤶
## Deletions
* Nothing so far