Gmod update?

  • 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
  • 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