3,055 Commits over 2,983 Days - 0.04cph!
sv_gravity updates live for physics on client too
Fixed ability to crash the game when the dying player receives damage while in a death related hook. This results in Player.Alive returning false ( used to return true ) in PlayerDeath and DoPlayerDeath hooks for the dying player
Fixed the broken Gunship patrol pathing code (without hl2_episodic 1) reaching infinite loops and hanging the game
Hammer: Increased amount of recent files to 10, from 4
Added debug output for a potential memory related crash when loading textures from disk
Doors will no longer try to "Loop" sounds which report their length as 0 by playing them every frame, causing massive performance issues when having a lot of games mounted
Fixed maps and addons trying to spawn NPCs non weapon entities (like a prop_physics) as weapons crashing the game. Now displays a warning.
Adjusted server info text on the loading screen to not wrap and to be centered better
Replaced http://wiki.garrysmod.com/changelist/ link
Dock openUrl/askconnect dialog's Disconnect button to the left, away from Yes/No buttons (Community Contribution)
Spawnmenu handles screen resolution changes better
Fixed include() no longer having returns after recent changes
Loading screen displays "gamemode title" and not the folder name if it's installed locally
Spawnicon properly initializes self.OverlayFade, and doesn't spawn errors when mods override its PANEL.Paint
Better argument type checking for Compile/RunString(Ex)
Display a nicer message when the above functions are trying to run bytecode
Replaced the wiki link in the "Calling net.Start with unpooled message name!" error with "(Did you forget to call util.AddNetworkString serverside?)"
Hammer: Disallowed object groups (CMapGroup) to be hidden by the visgroup system - the objects themselves are hidden not the CMapGroup. Fixes "orphaned objects" warning
Hammer: Adjusted visgroup validation to allow solids be a child of a object group regardless of format version. Prevents those solids on old .vmfs from losing their visgroup.
Hammer: Added HammerID to the "solid with X faces" and "group of X objects" descriptions for easier distinguishing/debugging
Added ErrorNoHaltWithStack( ... )
Fixed autorefresh not working when include is called from a C function
Added "volume_sfx" and "snd_musicvolume" to convar blacklist
Added sound effect slider to Audio menu
Added "volume_sfx" console variable - Adjusts the volume of sound effects & NPC voices, but does not affect player voice chat or music, both of which have their own console variables.
Improved error handling of dedicated server workshop support
Fixed force ladder move not resetting without an active ladder on player death
Fixed gmpublish.exe's "Can't edit workshop id X! (are you the author?)" message interpreting the ID as a 32bit integer
Sandbox entities no longer draw their world tip/outline when the entity is set to not draw (Community Contrib)
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Added better gm_construct sources (to the repo, not into game files)
delete unintended FOV experiment from gmod_cameraprop
Ported more episodic behavior for the gravity gun - including being able to pickup props behind a grate-type props
Fixed gravity gun sounds only being audible for its owner
Fixed weapons sometimes trying to play their sounds from underground, resulting them in not playing any sounds
Fixed Lua errors when settings/users.txt is somehow missing
Updated loading screen to be dark around Halloween and during night time (idk)
Sandbox Camera entity now also uses "noclip"/first person drive type, like Lamp
Removed the strange 10 unit distance 3rd person view from "noclip" drive type, now is true first person
Crouch and Jump button now have an effect in "noclip" and "sandbox" drive types, effect similar to normal player noclip
sv_gravity updates the physics gravity without needing a map restart.
Fixed too many NPCs in a squad making new NPCs unable to shoot, which happens when spawning over 16 enemies through the Spawnmenu at the same time
Removed max value from steam stats
Added map icons for new maps of Team Fortress 2, CS:GO and Fistful of Frags
Increased brightness of some Halloween themed map icons
TTT: fixed Magneto Stick ragdoll pinning hint never showing for innocents (Community)
halo library no longer tries to render entities that are set to not to draw
Fixed a crashing issue with Linux due to recent language system changes
Added .xml, .csv, .jpeg, .mp3, .wav and .ogg file formats to file.Write whitelist
Added extra info to "Failed to lock vertex buffer in CMeshDX8::LockVertexBuffer" error
Fixed IMesh.BuildFromTriangles always counting one too many vertices
Fixed a crash issue with Global.Mesh when given a material with vertex format 0, now prints a warning and assumes no material set
Fixed stack traces missing in protected calls
Remove the "PID" text from window title with -multirun so the PID number fits in the task bar
Added slots7-0 to Options menu
Fixed compile errors & a warning
Added support for \ and \n to .properties
Added ProcessID to game's title if -multirun is set (windows only)
Added `OnRequestFullUpdate` game event ( has all the same data as `player_connect_client` event, save for `bot` field. )
Fixed func_tracktrain's outputs in Hammer
"Fixed" mouse wheel events not being picked up by PlayerButtonDown/Up
Fixed prop_* entities resetting their render mode when they have fading enabled (now resets to transcolor only if set to normal render mode)
env_sprite_clientside now can be animated