Mir wurde erzählt das es ein der vergangenheit ein neues Gmod update geben wird,und das es groß wird.
Stimmt das oder Nicht ?
Gmod update?
- Scripze
- Geschlossen
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Es kommt bald eines.
In 5 Tagen -
Engine Changes
- NEWAdded max value for the sensitivity ConVar
- FIXTrying to load a texture with an empty name no longer leaks memory
- FIXVehicles no longer crash the server when attempting to disable their engines too soon after being spawned
- FIXManhacks without a valid physics object will no longer crash the game
- FIXprop_dynamics entities no longer crash the game when created too early
- FIXfunc_precipitation no longer crashes when using an unsupported precipitation type (fixes issues on some L4D maps)
- FIXMultiple issues caused by weapons with having no owners no longer crash the game
- FIXmenu_cleanupgmas console command no longer crashes when the game is launched with -noworkshop
- FIXmenu_cleanupgmas console command no longer freaks out when the client has 0 subscriptions
- FIXAuto-Refresh will no longer crash the game when files with a strange include-pattern exist, such as two files that load each other
- FIXFixed dumpstringtable* console commands being registered multiple times
- UPDUpdated SQLite version from 3.6.23.1 to 3.12.2
- UPDUpdated FreeImage version from 3.15.3 to 3.17.0
- UPDUpdated BASS to version 2.4.12
- UPDClient->Server bandwidth is no longer constantly increased whilst keys are being held down
- UPDSENT/SWEP render groups now default to the engine's default instead of OPAQUE
- UPDLua console commands are now removed on disconnection/level change
- UPDReceiving non-existant replicated ConVars no longer spams the console with warnings
- UPDVGUI panels created by the engine can no longer be removed by Lua
- UPDEntities now have the modelscale keyvalue and SetModelScale input from newer versions of Source
- UPDNPC IK calculations are no longer networked from clients to the server, this means having a bunch of NPCs won't disconnect/lag clients
- UPDClientside auto-refresh no longer depends on the placement of serverside AddCSLuaFile calls
- UPDUpdated SourceSDK/HL2 content
- UPDg_sky shader can now display up to 3 star layers
- UPDenv_skypaint positions star textures based on the client's time instead of the server's time (fixes some jittery movement)
- UPDClientLeafSystem can now contain many more entries
- UPDPNG/JPEG textures/materials are now properly garbage collected and will be free'd on a level change
- UPDCertain addons will no longer cause water reflections/refraction to stop working properly
- UPDSprites now render facing the correct direction in mirrors and water reflections/refraction
- DELRemoved auto generated files to fix the "1 file failed to pass validation" on Steam after starting the game
- DELRemoved FCVAR_ARCHIVE from npc_height_adjust
- DELRemoved the func_physbox hack for d1_trainstation_05 as it seems to work without it now
Game Changes
- NEWAdded new main menu backgrounds
- NEWenv_skypaint now has option to change number of star layers
- NEWAdded reload_legacy_addons console command
- NEWAdded gmod_drawtooleffects console variable to hide certain tool UI and Effects
- NEWAdded p2p_friendsonly ConVar
- NEWAdded -noaddons command-line argument which will disable legacy/folder addons when set
- FIXNPCs no longer become invisible when a player noclips in to them
- FIXCertain vehicles/NPCs are no longer silent when spawned outside of the client's audible area
- FIXFixed some PHX materials becoming completely invisible when they are rendered with alpha less than 255
- FIXFixed physics mesh for models\props_phx\gears\bevel90_24.md, arm_base_b.mdl & metal_plate_pipe.mdll
- FIXRPG no longer spams sounds on first equip in multiplayer
- FIXFixed Model Viewer background for Hammer
- UPDAdded missing TF2 & L4D1 map icons
- UPDUpdated all default spawnicons
- UPDUpdated seats/chair models - more accurate physics mesh and additional Hitboxes to allow getting damaged in those seats
- UPDUpdated Crossbow materials to remove pixelated reflections from the scope
- DELRemoved the "VehicleType:prop_vehicle_jeep" message when entering a vehicles
Physgun
- NEWAdded physgun_maxrange ConVar
- FIXPhysgun beams no longer lag behind when moving non-MOVETYPE_VPHYSICS entities
- FIXPhysgun angle-snapping no longer jitters between snapped/unsnapped when releasing shift/use
- FIXThe Physgun can now only rotate NPCs without physics objects around their yaw axis
- FIXThe Physgun no longer encounters gimbal lock when rotating around pitch axis
Tools
- NEWAll tools use the new help system
- NEWAll tools (where applicable) are now using model whitelists to prevent abuse
- NEWThe paint tool now clears decals on the target entity when the reload key is pressed
- NEWAdded limit to the Camera tool (defaults to 10)
- NEWAdded a new Hoverball model
- NEWAdded Partial "Right Click > Edit Properties" support for Balloon, Button, Dynamite, Emitter, Hoverball, Lamp and Light tools
- FIXThe inflator tool should no longer freak out on high latency servers
- FIXThe paint tool no longer applies the decals twice on client and it no longer plays the sound twice in multiplayer
- FIXThe muscle tool's "Start On" option is now functional
- FIXFixed being able to bypass the light tool's multiplayer limit with Duplicator
- FIXFixed being able to bypass the "Cleanup" menu with duplicator
- FIXFixed the camera tool adding 1 extra undo when duplicated
- UPDThe color tool copies the target entity's color on right-click and resets the color on reload
- UPDThe material tool now copies the target entity's material on right-click and resets the material on reload
- UPDThe inflator tool now scales adjacent bones properly
- UPDThe faceposer tool can now be used on prop_effect entities
- UPDIncreased the limit of lights created by the light tool
- UPDDynamite damage is now clamped properly and cannot be bypassed
- UPDDuplicator will now transfer data in parts instead of failing when the dupe is too large
Tool UI
- NEWAuto Stretch UI for Paint Tool
- NEWAll prop select panels are now auto sizing in height
- UPDChanged Material Tools context menu to show 4 materials per row
- UPDLamp Tool - MatSelect is now 4 images tall
- UPDRearranged some controls for tool settings to be more consistent
- UPDMany improvements to Spawnmenu UI to be less laggy, better scaling, ability to manually resize spawnmenu parts, etc
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Lua API Changes
- NEWAdded PANEL:OnKeyCodeReleased() hook
- NEWAdded CRecepientFilter support for net.Send
- NEWAdded IGModAudioChannel:GetAverageBitRate()
- NEWAdded Player.AccountID
- NEWAdded Panel:GetDockMargin & Panel:GetDockPadding - both return 4 numbers
- NEWAdded IMaterial:GetVector that returns proper 'unclamped' values
- NEWAdded ProjectedTexture:SetOrthographic
- NEWAdded ProjectedTexture:GetOrthographic
- NEWAdded CNewParticleEffect.Render()
- NEWAdded CNewParticleEffect.SetShouldDraw( bool )
- NEWAdded CNavArea.__eq
- NEWAdded FFT_32768
- UPDsteamworks library will no longer cause crashes when called shortly before the Lua state is destroyed
- FIXFixed timer library in menu state temporarily ceasing to work after starting a new map
- FIXFixed Entity:SetEyeTarget() having no effect on "anim" type SENTs
- FIXFixed '/**/' being treated as '/*/' in lua lexer (not closing the comment)
- FIXFixed not being able to create more than one font with different scanline sizes but otherwise identical parameters
- FIXEntity.GibBreakClient will no longer crash when used on brush entities ( Can only be called on non BaseAnimating entities )
- FIXcam.Start now supports "poster" console command in 3D mode
- UPDrender.RedownloadAllLightmaps now updates lighting on static props as well
- UPDEffectData() now resets its member values
- UPDVector() * nil will now error instead of returning empty vector
- UPDProper NULL checks for most Vehicle class functions to prevent crashes
- UPDgame.LoadNextMap, game.SetTimeScale, game.SetSkillLevel, game.GetTimeScale, game.GetSkillLevel no longer crash when g_pGameRules = null
- UPDWeapon.GetPrintName is now shared
- UPDRenamed IMaterial:GetVector to IMaterial:GetVectorLinear
- UPDPanel.Remove now causes parent to InvalidateLayout
- UPDPanel.SizeToChildren does not fail to resize to 0 values
- UPDAngle() global function now works the same way as Vector() global, i.e. Giving it an Angle object will return a copy of it, etc
- UPDgmod_tool:CheckLimit() is now shared
User Interface Panels
- NEWDIconLayout - Added SetStretchWidth & SetStretchHeight to enable/disable auto stretch of the panel
- NEWDBinder - Added OnChange hook
- NEWDColorPalette - added ResetSavedColors & better Paint function to account for children & "networking" of the palette changes
- NEWDComboBox - Proper sorting and ability to disable it
- NEWDAlphaBar - better background grid code for super tall sizes
- NEWDColorMixer - DColorPalette got new right click menu with ability to reset the palette
- FIXDScrollPanel - Fixed up resizing putting scroll position too far down in some cases
- FIXMatSelect - Fixed the panel not rebuilding when needed and fixed child size calculation for child sizes < 1 to take into account spacing and padding
- FIXDFileBrowser - Fixed Clear() leaving some variables to a chance of inheriting values of a global variable named "_"
- FIXDPanelSelect - Fixed the panel not restoring old PaintOver()s
- FIXDTree_Node - Fixed wildcard not properly applying to child elements
- FIXDListView - Fixed white line in the middle of a line when line height is set to high values
- FIXDTree_Node (DTree) first expansion will no longer try to expand to a size higher than necessary
- FIXDLabelEditable - You can no longer use translated strings with this panel (sort of)
- FIXPropSelect - Auto vertical height support
- UPDDHorizontalDivider - Many IsValid checks, better handling of resizing to prevent firing PerformLayout every frame
- UPDDNumSlider - SetDecimals now refreshes the displayed number
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TTT Gamemode Changes
- NEWAdded an option to mute all players if you are dead
- NEWAdded missing translations for weapon menu
- NEWAdded a ShouldScore() query at the point where deaths get added. (This helps some addons like the Power Round Addon.)
- NEWAdded hook to set scoreboard row color per player (GM:TTTScoreboardRowColorForPlayer)
- UPDBumped TTT version
- UPDReplaced deprecated function calls with non-deprecated alternatives
- UPDMajor optimizations to start round and WEPS.ForcePrecache
- UPDImproved Autocomplete
- UPDReplaced most UniqueID usage with SteamID
- UPDUpdated Traditional Chinese translation
- UPDUpdated German translation
- UPDImproved some German translations
- UPDSwitched some entities to use new Lua API
- UPDCorrected some strings in German translation
- FIXFixed radio calling out dead players
- FIXFixed spectators being able to own weapons
- FIXFixed possible script error
- FIXFixed rare cl_hudpick error
- FIXFixed error when using "wepswitch" concommand
- FIXFixed identation in some weapon files
- FIXFixed up weapon base file
- FIXFixed a small issue and remove some unused things
- FIXFixed an issue with the Newton Launcher
- FIXFixed hiding crosshair breaking Help UI
- FIXFixed Beacon item
- DELRemoved some unused variables and fixed some smaller things
- DELRemoved old fretta leftovers
- DELRemoved unused things
- DELRemoved unused variable and fixed a small issue
Entscheide für dich selbst wie groß es ist ^^