Revision Difference
Update_Preview_Changelog#565669
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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
* Added a model for npc_missiledefense + code adjustments so it works better
* Fixed `props_phx\trains\tracks\track_switch2.mdl` physics model (Community Contribution)
* Enabled Half-Life 2: Episode 2 flinching behaviors for `npc_zombie`
* Fixed Zombie and Zombine blood color being Yellow/Green instead of Zombie
* Fixed some models not producing flashlight shadows
* Material tool now more consistently affects flashlight shadows when making glass into metal, etc.
* Fixed Shotgun/Annabelle fired by NPCs not having any bullet tracers
* Antlion Grub death ragdoll now inherits color/material from the NPC
* Resistance Mines now have their proper name in the killfeed
* Fixed Gravity Gun/Physics Gun world model
* It is no longer changing its light level based on rotation (fixed normals)
* Added 3rd skin specifically for the mega gravity gun
* Adjusted model origin to better match the HL2 model (we are using HL2DM one) for NPC animation interactions
* Fixed physics model not matching the visual model
* Fixed Tool Gun world model light origin
* `prop_vehicle_apc` fixes (Combine APC vehicle)
* Apply same restrictions on APC as the Jeep has (properties & PhysGun) to prevent crashes/crazy physics
* Add missing attachments to Combine APC model - So the player's view is not in the ground if they somehow got into the APC
* You can now actually exit the APC if you got into an unlocked one
* Non locked APC now starts the engine when entry animation ends
* Do not play locked sound for non locked APC when trying to enter it
* Fixed certain NPCs firing 2 bullets 2 per shot⤶
* Fixed Alyx firing the .357 Magnum also spawning the reload animation shells⤶
* Fixed NextBot NPCs in Source Engine saves crashing on save load⤶
* Fixed prop gibs stopping spawning after the 300th in multiplayer⤶
* Fixed the motor torque axis being wrong if the motor was rotated after creation and before first activation (Community Contribution)⤶
## Changes
* Strip out more obnoxious symbols from server names
* Allow copying server name from detailed server view
* Added a copy text button to server disconnection popup
* Combine Mine relationship adjustments
* Doesn't attack Combine Gunship, Manhacks, Stalkers
* Always attacks Barnacles and Xen Aliens from Half-Life: Source
* Respects IgnorePlayer and DisableAI settings
* Updated some weapon icons with poor contrast
* `func_conveyor` now pushes physics props as well⤶
## Deletions
*
* Nothing so far.
## TTT Changes
* Add weapon group spawnflags to `ttt_random_weapon` (Community Contribution)
# Technical Changes
## Additions
*
* Nothing so far.
## Fixes
* Improve dedicated server workshop error handling
* Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved.
* Fixed retry logic for collection info polling
* Fixed multi-bone static prop models flashing across the map randomly
* Fixed crashes (on game exit?) to do with HTML panels (CEF)
* Improve TWOPASS model detection & make alpha-tested materials be considered opaque
* (Sub)Material overrides now affect depth passes
* Fixed rapidly loading models (like from dupes) affecting model's translucency flags for the rest of the session
* Set default `m_flUseLookAtAngle` for `func_button` to `0.8` (was 0)
* Fixed Lua error when using "" (empty string) for rope material name
* Fixed clientside D.O.G. ragdolls leaving behind ropes on removal
* Added `cable_dx8` to rope shader whitelist
* Fixed map load crashes on a specific map⤶
* Fixed an infinite loop crash with Inverse Kinematics on certain models⤶
* Fixed `func_proprrespawnzone` not being tracked correctly⤶
* Prevent recreating Ghost Entity every tick with some tools and addon content (Community Contribution)⤶
## Changes
* Ported CS:GO's TexturePacker and FontTextureCache - Fixes a weird font corruption issue
* Update vphysics.dll to TF2-double version (Windows only)
* Adds PhysObj:GetBuoyancyRatio (returns 0 on Linux/OSX)
* Fixes PhysGun/GravityGun resetting buoyancy (Windows only)
* Bump `mp_decals` default to `1024` (from 200), add description
* Limited physics object rescaling (with model scale) to `prop_physics` and `sent_anim` to avoid unexpected issues
* Minor optimizations for new game and server list menu screens (Community Contribution)
* Try to occasionally compact pending sounds vector
* Instead of waiting for player to disconnect, try to compact the queued sounds vector after they are sent out, to reduce runtime memory usage
* Clear `m_CompensatedEntities` of invalid entities every 60 seconds to prevent server crash in highly unlikely scenario of nobody shooting a gun for a very long while in the server
⤶
⤶
## Deletions⤶
* Prevent NPC animation events from firing pistol weapons (for example Alyx)⤶
* Apply proposed SV_PackEntity optimization (Community Contribution)⤶
⤶
## Deletions⤶
* Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal
* Delete clientside part of `` from builds (Serverside part was never in GMod)
# Developer tool changes
## Hammer
* Fixed decals not rendering in Hammer
* Re-add model scale keyvalue to prop_dynamic in Hammer (Visual only)
* Removed non existent `prop_vehicle_cannon` from the FGD
* Set `min_use_angle` to 0.8 in the FGD for the `func_button`⤶
## Map Compile Tools
* ⤶
* VBSP now adds extra keyvalues to `worldspawn` about itself that could be useful for debugging:⤶
* "vbsp_version" which will contain the VBSP compile date (of the map compiler, not the map)⤶
* "vbsp_exe" with 2 possible values "gmod" and "gmod_64". Indicates the map was compiled using GMod's VBSP. (32bit and 64bit)⤶
* VBSP: Adjust `"Invalid value %f for -maxlightmapdim"` warning for better clarity⤶
## Other
*
* Added search and Copy Name button to Particle Editor (-tools mode)
* Particle Editor: Reset particle preview when it was hidden and became visible - workaround for some particle previews just becoming blank after a while of not being simulated.⤶
* StudioMDL: Make `$maxverts` optional (only has an effect when used in a .qc file)⤶
# Lua API Changes
## Additions
* ⤶
* Added CNewParticleEffect.Set/GetShouldSimulate⤶
* Added game.GetMapChangeCount⤶
## Fixes
* ⤶
* Fixed <page>Player:DropObject</page> not working for Physics Gun without its first argument⤶
* Rework how trace whitelist works⤶
* It now better respects the collision group/mask, using it when testing for whitelist, instead of inverting it after the entity failed to pass the whitelist⤶
## Changes
* Prevent entity precaches on map start from calling <page>GM:OnEntityCreated</page>/Removed hooks
* Add more entities to protected list (cannot be parented, overwritten or removed)⤶
* `gmod_gamerules, ai_network, soundent, instanced_scripted_scene, ai_ally_speech_manager, scene_manager, npc_barnacle_tongue_tip`⤶
* <page>Entity:GetModel</page> force lowercases weapon world models too (It was already forcing lowercase on all other entities)⤶
## Deletions
*
* Nothing so far.
# network_test exclusive changes
⤶
The `network_test` beta includes changes that are not network compatible with other versions of the game, i.e. You will not be able to join existing servers on that beta.⤶
## Additions
* Nothing so far.
## Fixes
* Fixed viewmodel bob spazzing out at high CurTime
* Fixed CurTime being clamped to float serverside
* Fixed networking of ammo types for weapons
* Change Player:ScreenFade networking message to just use floats, so fade times are not truncated unexpectedly
* Improved networking precision of world clicker
* This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
## Changes
* Change CurTime to use doubles (experimental)
* Increase FOV networking bits from 8 to 16
* Since they are floats, they need a bit extra to maintain precision
* Network SWEP:CallOnClient and GM:HUDWeaponPickedUp using EHANDLE
* It was using EntIndex, which is not reliable and could cause wrong entities to be used for those hooks.
* `sv_visiblemaxplayers` changes
* It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client)
* Add convar limits to sv_visiblemaxplayers (-1 (off) to 128)
* Removed unused globals set by `loading.lua`
* Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway)
* Updated the aforementioned console print from server to include more data, such as gmod version and server name
* Updated the color of the aforementioned console print (SVC_Print) to be unique
## Deletions
* Removed dummy user messages for removed haptics stuff
* Removed dummy vote HUD user messages
* Get rid of CHudMenu & its user message
* Removed SVC_Menu net message
* Removed Lua hacks for features that depend on up to date clients
* Remove clientside C++ override of type(), so Lua version can be used which is much faster
* Remove `lua_matproxy_nobindmat` convar, `matproxies` no longer push thousands of material objects to Lua
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