Revision Difference
Update_Preview_Changelog#565734
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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.⤶
* Added 3rd skin to Combine Soldier player model that uses the Combine Soldier texture from Half-Life: Episode 2⤶
## 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
* 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 underwater ambient sound never playing
* Fixed some sounds, such as Zombine sounds, not playing without Half-Life 2 mounted
* Fixed fire effect not working correctly for certain built in props (props without hitboxes defined). This affects all PCF particles.
* Fixed freezes when removing large amount of entities in Sandbox in one tick (Such as undoing Dupes)⤶
* Fixed player wall slams playing sounds of the last ground entity the player was on instead of the wall material the player hit⤶
* Fixed Sandbox tools showing color alpha selectors when alpha is unused by the tool⤶
* Fixed `wood_wire_angle*` props spawning glass gibs⤶
* Fixed PHX glass props spawning gibs in 1 spot⤶
* Fixed dissolve effect visuals on models without hitboxes⤶
* Fixed normal map for Shotgunner Combine Soldier player model⤶
* Updated Nova Prospect Combine Soldier player model materials to support player colors and be more consistent with other combine player models visually⤶
* Fixed certain male citizen player models having their lips sealed shut⤶
* Fixed Steam Workshop downloads not mounting gamemode files when joining servers if the addon was not subscribed to/mounted beforehand⤶
## 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
* Updated some weapon icons with poor contrast
* `func_conveyor` now pushes physics props as well
* Better match view model hands (gloves) for male11, male12, male17 and MossmanArctic player models
* Striders now fall to the ground if moved via physics gun. This also addresses the bug where Antlion Guard can launch the strider into the sky infinitely
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## Deletions⤶
* Potential Sandbox gamemode memory usage improvements (especially for dedicated servers)⤶
* Fire a problem when Workshop downloads fail when joining a server⤶
* For highest severity problems (addon download failures), fire an overlay notification similar to Lua errors to let the player know there was an issue while joining a server⤶
* Updated server version mismatch disconnect messages to directly say which side (client or server) is the problem⤶
* Better spawnicon generation for view models⤶
* Changed damage indicator materials⤶
* For full screen damage effects, use a "vignette" type texture⤶
* For other effects, use `$linearwrite` material to reduce banding⤶
* Disabled "player is dead" red screen effect⤶
* It was not applied consistently to all deaths, and it is kinda unwanted for Sandbox type game⤶
* Move drown and crush damage effects from UTIL_ScreenFade to damage indicator (so it uses new effects that do not flash the entire screen)⤶
* Make burn damage indicator effect more orange⤶
* Make DMG_ACID screen effect separate and different from radiation damage effects, now has green-ish tint⤶
* DMG_PLASMA no longer makes the screen just half black (now has cyan effect), and changed the associated sound from infinite loud thing to the burn damage effect⤶
* Changed gun firing sounds from 140dB to 105dB to be less loud and high distances, and be consistent with other weapon sounds, such as the Crowbar⤶
* Made Annabelle in player's hands produce same shooting sound as NPCs do⤶
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## Deletions⤶
* Nothing so far.
## TTT Changes
* Add weapon group spawnflags to `ttt_random_weapon` (Community Contribution)
* Made "Confirm Death" button get disabled if pressed, like "Call Detective" button already does⤶
# Technical Changes
## Additions
* Nothing so far.⤶
* Added `screenspace_general_8tex` shader⤶
* This is the same as `screenspace_general`, but binds 8 texture samplers⤶
* New material parameters: `$TEXTURE4` - `$TEXTURE7`, `$LINEARREAD_TEXTURE4` - `$LINEARREAD_TEXTURE7`⤶
## 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
* Prop Spawn effect works better with depth pass⤶
* Do not draw effect rings in the Depth Pass (Community Contribution)⤶
* "Fixed" certain built-in weapons rendering effects in opaque pass⤶
* Remove forced RENDERMODE_TRANSCOLOR from Balloon entity, so it gets correct render group and renders in the depth pass⤶
* Fixed entities with material overrides being in the wrong render group if the previous frame changed the material's opacity⤶
* Fixed an infinite loop crash with Inverse Kinematics on certain models
* Fixed potential crashes with malformed models
* Fixed `net_graph` lerp value precision (TF2 SDK Community Contribution)
* Internal fixes for VGUI build mode and TextImage::GetText potential crashes (TF2 SDK Community Contribution)
* Scaled physics props now properly work with Source Engine saves (TF2 SDK Community Contribution)
* Fixed dynamic shadows poking through thin surfaces (walls) (TF2 SDK Community Contribution)
* Fixed potential crashes with some map loading functions
* Fixed a crash in the particle system when querying hitboxes of brush models⤶
* Fixed VOX system's map id replacing not working at all, causing certain NPC speech sounds to never play⤶
* Fixed severe performance loss when many team no-collided players stand in the same spot (Make use of NOTEAMCOLLIDE in serverside ShouldCollide)⤶
* Prevent infinite loops in map logic system - when encountering over 100 inputs per frame, delay inputs until next tick⤶
## 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
* 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
* Apply proposed SV_PackEntity optimization (Community Contribution)
* Disabled <page>DMenuOption</page> adjustments⤶
* Clicking disabled options no longer closes all menus⤶
* Disabled options no longer react to hover events (visually)⤶
## 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)
* Delete clientside part of `prop_vehicle_cannon` from builds (Serverside part was never in GMod)
* Disable all unused FreeImage plugins just in case⤶
* Deleted "scripts/game.txt" (doesn't seem to be used by the game)⤶
* Delete unused `showhitlocation` convar⤶
# Developer tool changes
## Hammer
* Removed non existent `prop_vehicle_cannon` from the FGD
## 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)
* Minor adjustments to HLMV.exe⤶
* Make the minimum size bigger (1200x800, from 640x700) so all UI elements fit without resizing⤶
* Title always contains program name (instead of just the opened model name)⤶
* Prevent materials being deduplicated in the material list, so all missing materials now show⤶
# Lua API Changes
## Additions
* Added <page>CNewParticleEffect:SetShouldSimulate</page>/<page>CNewParticleEffect:GetShouldSimulate</page>
* Added <page>game.GetMapChangeCount</page>
* Added <page>render.IsTakingScreenshot</page>
* Adds new `STUDIO_` flags argument to <page>WEAPON:ViewModelDrawn</page>, <page>GM:PreDrawViewModel</page>, <page>GM:PostDrawViewModel</page>, <page>GM:PreDrawPlayerHands</page> and <page>GM:PostDrawPlayerHands</page>⤶
* Transparent effects should only be rendered here if `STUDIO_TRANSPARENCY` is set⤶
* Added <page>Entity:CopyBoneMatrix</page>⤶
* Added `COLLISION_GROUP_HL2_SPIT` enum.⤶
## 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
* Fixed a material refcount issue with <page>render.MaterialOverride</page>
* Occurred with dupe icon generator where the outline became missing texture with bigger dupes
* Fixed potential refcount issues with <page>render.MaterialOverrideByIndex</page>, <page>render.WorldMaterialOverride</page>, <page>render.ModelMaterialOverride</page>, <page>render.BrushMaterialOverride</page>
* Also fixes an issue with submaterials not setting correct variable "numPasses" in model rendering
* Also reset the last 3 on disconnect
## 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)
* Reenabled net message buffer limiters so <page>net.BytesLeft</page> should now work as expected
* Apply some random-ish patches from LuaJIT repo, including a memory allocator fix
* Made <page>Entity:SetLightingOriginEntity</page> use model illumination position when given an entity with a model
* <page text="RichText:SetText">Panel:SetText</page> now discards `\r` and `\0` characters.⤶
* This is consistent behavior with <page text="RichText:AppendText">Panel:AppendText</page> and fixes <page>Panel:GetText</page> not working correctly after SetText and AppendText calls in that order⤶
* <page>Player:Spawn</page> will now force exit the player from their vehicle⤶
* Allow <page>GM:PrePlayerDraw</page>/<page>GM:PostPlayerDraw</page> recursion up to 10 deep⤶
* Micro optimizations for <page>Global.Matrix</page> & <page>Entity:GetBoneMatrix</page>⤶
* Micro optimizations for <page>Global.Vector</page>, and `__div`, `__mul`, `Mul` Vector methods⤶
* <page>Entity:SetCollisionGroup</page> once again allows HL2 specific collision groups⤶
## Deletions
* Nothing so far.⤶
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# network_test exclusive changes⤶
* Blocked `fs_` convars from Lua⤶
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# 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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