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Garry's Mod

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Garry's Mod

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In 2005 a mod was created that would change the world forever. That mod -- was Garry's Mod.

(and this is its official steam group)

Garry's Mod
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Tillkännagivanden _
[gmod.facepunch.com]

Faceposer, 3rd person animations and HL campaign improvements

View Post[gmod.facepunch.com]

Changes
  • Added "Favourite this server" button to the bottom bar of the main menu when you are on a server
  • Eye Poser and Finger Poser Tools can now be used on Effects
  • Added vid_sound 1/0 to control sound recording of gm_video (Community Contribution)
  • Bone manipulation will now properly affect hit boxes of Players and NPCs
  • 3rd person reload animations are now automatically stopped when switching weapons
  • Updated default spawnlists: Portal 1, Builder and HL2: Characters categories, added Garry's Mod category. This only affects new players
  • Updated some HL2 map icons to be more recognizable
  • Changed Toolgun's holdtype from pistol to revolver to match the view model (Community Contribution)
  • Bone manipulation now works properly on players
  • Improved 3rd person crouching animations to better represent what happens in 1st person
  • Medkit Weapon now heals up to max health properly, and lag compensates when used by players (Community Contribution)
  • Slightly improved performance of player animations (Community Contribution)
  • Updated language files
  • Restored functionality of env_wind
  • Fixed pick up HUD ( ammo, weapons, etc ) not working properly for some time after HL2 campaign loading screens
  • Restored functionality of monster_mortar to fix a crash issue on a Half-Life Source map
  • Fixed entities inside player clip brushes not being usable by +use for Half Life Source maps
  • Fixed Paint Tool's reload not removing the duplicator entity modifiers (Community Contribution)
  • Reduced lag with a very huge amount of Sandbox notifications
  • Reduced probability of the game crashing when saving a dupe
  • Fixed Half-Life: Source Scientists always having random skins
  • Fixed Half-Life: Source Tentacles not dealing damage
  • Half-Life: Source Headcrabs no longer break Half-Life 2 Headcrabs and vice versa
  • You can now middle mouse click on a slider's knob to reset the slider to its default value
  • Faceposer now has a quick filter feature, allowing to quickly search through flexes by name
  • Context panel now properly clears itself when targeted entity becomes invalid
  • Right clicking a model will no longer break the face on certain models like HWM TF2 models or Alyx
  • Clear function of the Faceposer will now properly reset all values to their defaults, so faces are no longer broken
  • Faceposer now supports 128 flexes not just 64
  • The secondary presets (pictures) no longer occupy 3 rows if only 2 or even 1 row is populated
  • Improved the flex list so that the text is not cut off on the bottom
  • Flex names are now prettier
  • Better placement of the orange ring around the face, so it is no longer in the stomach of certain TF2 models
  • Added render.OverrideBlend (replaces render.OverrideBlendFunc)
  • Added Entity.GetSequenceMovement
  • Added Player.IsSprinting
  • Added Vector.Div
  • Added Angle.Div & Angle.__div
  • Added Angle.Mul
  • Added Angle.Add
  • Added Angle.Sub
  • Added serverlist.AddCurrentServerToFavorites
  • Added CanAddServerToFavorites
  • Added CreatePhysCollidesFromModel
  • Added CNavLadder.GetTop
  • Added CNavLadder.GetBottom
  • Added CNavLadder.GetWidth
  • Added PhysObj.ApplyTorqueCenter
  • Added PhysObj.GetShadowPos
  • Added PhysObj.GetShadowAngles
  • Added PhysObj.GetVelocityAtPoint
  • Added PhysObj.SetContents
  • Added PhysObj.GetContents
  • Added DNumSlider.GetDefaultValue
  • Added DNumSlider.SetDefaultValue
  • Added DNumSlider.ResetToDefaultValue
  • Added navmesh.GetGroundHeight
  • Added engine.TickCount
  • Added file.Rename, same restrictions as file.Write/file.Open apply
  • Added BLENDFUNC enums
  • Added game.GetAmmoNPCDamage
  • Added game.GetAmmoPlayerDamage
  • Added game.GetAmmoForce
  • Added game.GetAmmoDamageType
  • Added ents.FindAlongRay
  • Added TYPE_PHYSCOLLIDE enum
  • Added PLAYERANIMEVENT_CANCEL_RELOAD enum
  • Implemented DNumSlider.GetText
  • Added support for BodyGroups in Sandbox NPC list
  • Added ConVar support for plydmg, npcdmg and maxcarry keys of game.AddAmmoType
  • Entity.DeleteOnRemove() can no longer remove players or the world
  • Fixed a stack overflow in DListView
  • Entity.IsRagdoll will attempt to return proper value when the entity is marked for deletion
  • render.DrawSphere will no longer draws one less longitude step than specified
  • game.CleanUpMap() will no longer crash on LZMA compressed maps
  • Fixed util.DecalEx's scale arguments not working
  • Fixed util.DecalEx using inverted normal for non brush entities
  • Fixed game.AddDecal not precaching added decals resulting in util.DecalMaterial not working as expected in some cases
  • Fixed util.DecalEx not working on entities with brush models
  • Fixed util.Base64Encode output for 0 and 1 byte inputs
  • Fixed Entity.GetAnimInfo not working at all
  • Fixed Entity.SetGravity resetting on players when they use ladders
  • Player.IsFullyAuthenticated no longer returns the player object in some cases
  • Fixed prediction errors caused by using Player.SetHull(Ducked)
  • Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
  • Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where NPCs can't see them
  • Entity.AddCallback will now error instead of silently failing when given not a function on its 2nd argument
  • Vector/Angle.Mul and Div methods now have correct type checking and errors
  • util.TableToJSON returns nil unless top-most element is an object or array
  • file.Exists and file.IsDir will return false where it used to return nil
  • ScriptedEntityType field will now work equally on all entity types
  • Added better bounds checking to Entity:GetSequenceActivity
  • GetCreator now returns NULL for no creator, instead of nil (Community Contribution)
  • IsValid micro optimisation (Community Contribution)
  • Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
  • FL_ANIMDUCKING is now used and set automatically
  • Return type consistency for Player.TraceHullAttack, Player.GetObserverTarget, Player.GetRagdollEntity, NPC.GetBlockingEntity, NPC.GIve, Entity.GetRagdollOwner, they now return NULL entity where they used to return nil
  • Better/Faster implementations of SortedPairs and similar functions (Community Contribution)
  • PrintTable will no longer try to print the table its currently printing (Community Contribution)
  • DNumberScratch decimal changes for the pop up window (Community Contribution)
  • Added Entity Classname and Index to the "Changing collision rules within a callback is likely to cause crashes!" error message
  • Updated .fgd files (for Hammer) to include GMod specific Sandbox key values
  • Moved the Map and Source Engine Version text when console is open a bit down so it can be read
  • Changed the default value of r_hunkalloclightmaps to 0
  • GMPublish now works better with big addons
  • Fixed a crash having to do with playing sounds
  • Removed game/bin/sdk.fgd, as it was unused and contained non-existent/duplicate entities
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