Garry's Mod just got a major update

Changelog

Game Changes

NEW

Added measures against fake servers.

NEW

Added an experimental cache system for vectors/angles returned by Lua functions to minimize memory allocation/freeing

NEW

Added HL:S gib models (for custom maps that use them)

NEW

Added more validation for packets (prevents one of the ddos methods)

NEW

Added GM:AcceptInput(ent, input, activator, caller, value), equivalent behavior of ENTITY:AcceptInput

NEW

Added Alyx Gun sounds

NEW

Added Entity.CollisionRulesChanged()

NEW

Added PhysObj.RecheckCollisionFilter()

NEW

Added CLuaEmitter.Is3D()

NEW

Added CLuaEmitter.GetPos()

NEW

Added CLuaLocomotion.GetMaxYawRate()

NEW

Added CLuaLocomotion.SetMaxYawRate( float )

NEW

Added CLuaLocomotion.IsAscendingOrDescendingLadder()

NEW

Added CLuaLocomotion.IsUsingLadder()

NEW

Added navmesh.GetNearestNavArea( pos, anyZ = false, distance = 10000, checkLOS = false, checkGround = true, team = -2 )

NEW

Added navmesh.GetAllNavAreas()

NEW

Added CNavArea.GetRandomPoint()

NEW

Added CNavArea.GetCenter()

NEW

Added CNavArea.GetAttributes()

NEW

Added CNavArea.HasAttributes( int )

NEW

Added CNavArea.IsOverlappingArea( CNavArea )

NEW

Added CNavArea.ComputeGroundHeightChange( CNavArea )

NEW

Added CNavArea.ComputeDirection( Vector )

NEW

Added CNavArea.GetIncomingConnectionsAtSide( NavDir )

NEW

Added CNavArea.GetIncomingConnections()

NEW

Added CNavArea.IsValid()

NEW

Added CNavArea.GetAdjacentCountAtSide( NavDirType )

NEW

Added CNavArea.GetAdjacentCount()

NEW

Added CNavArea.GetAdjacentAreaAtSide( NavDirType, int )

NEW

Added CNavArea.GetRandomAdjacentAreaAtSide( NavDirType )

NEW

Added CNavArea.GetAdjacentAreasAtSide( NavDirType )

NEW

Added CNavArea.GetAdjacentAreas()

NEW

Added CNavArea.IsConnectedAtSide( CNavArea, NavDirType )

NEW

Added CNavArea.IsConnected( CNavArea )

NEW

Added CNavArea.GetLadders()

NEW

Added CNavArea.GetLaddersAtSide( NavLadderDir )

NEW

Added navmesh.GetNavLadderByID( id )

NEW

Added CNavLadder.GetPosAtHeight( float height )

NEW

Added CNavLadder.GetNormal()

NEW

Added CNavLadder.IsValid()

NEW

Added CNavLadder.GetID()

NEW

Added CNavLadder.IsConnectedAtSide( CNavArea, NavLadderDir )

NEW

Added ‘victim’ and ‘damageinfo’ arguments to NEXTBOT:OnOtherKilled

NEW

Added ‘ent’ argument to NEXTBOT:OnLeaveGround & NEXTBOT:OnLandOnGround

NEW

Added NEXTBOT:OnContact( ent )

NEW

Added NEXTBOT:OnIgnite()

NEW

Added NEXTBOT:OnNavAreaChanged( old, new )

NEW

Added Nextbot:GetSolidMask()

NEW

Added Nextbot:SetSolidMask( mask )

NEW

Added Entity.AddSolidFlags(flags)

NEW

Added Entity.RemoveSolidFlags(flags)

NEW

Added Entity.GetSolidFlags()

NEW

Added Entity.SetSolidFlags(flags)

NEW

Added FSOLID_ enums

NEW

Added NAV_MESH_ enums

NEW

Added custom icon for srcds.exe

NEW

Added VProf support to a bunch of functions

NEW

Added navigation mesh for gm_flatgrass

NEW

Added GM:NotifyShouldTransmit(ent, shouldtransmit) to catch clientside PVS states on entities

NEW

Added third optional argument to CreateSound() – channel

NEW

Added Panel:GetZPos()

NEW

Added CRecipientFilter:GetCount()

NEW

Added CRecipientFilter:AddPAS( vec )

NEW

Added models/weapons/c_arms.mdl

UPD

New NWVars are back and should be stable now (hopefully)

UPD

Added multvar and incrementvar to blocked convar list

UPD

Added w_bugbait.mdl with proper bones

UPD

timer.Adjust has its 4th argument optional now

UPD

Merged LuaJIT bug fixes from master branch and fixed GMod’s special table.insert to support JIT

UPD

Commented warnings about “Cannot update control point %d for effect ‘%s'”, occours with ghost_effect

UPD

Increased MaxDistance of env_projectedtexture from 1500 to 56756 in multiplayer

UPD

Updated Bootil to latest version (fixes symbolic link autorefresh)

UPD

Prevented servers from being able to force screen resolution on players

UPD

Improved cursor handling in TextEntry for Ctrl+Left/Right

UPD

Improved the logic for AI squads in multiplayer (still needs some work)

UPD

Player view smoothing now works properly when walking up stairs with a custom step size

UPD

Updated navigation mesh for gm_construct

UPD

Updated BASS.DLL to 2.4.11

UPD

“stopsound” now also stops all BASS.DLL sounds

UPD

Unsubscribing from addons now properly deletes the associated .gma files

UPD

net.WriteBit now also accepts numbers

FIX

Fixed “DataTable warning: player: Out-of-range value (x) in SendPropFloat”

FIX

Fixed CAI_LeadBehavior, Alyx no longer stands around being stupid in multiplayer

FIX

Fixed player model without physics crashing the game when a ragdoll was created

FIX

Fixed timer.Pause & timer.UnPause not checking whether the timer was already paused or not

FIX

Fixed game.CleanUpMap() duplicating all decals created by infodecal entities

FIX

Fixed an issue with Entity.Weapon_SetActivity

FIX

Fixed ambient_generic not working in some cases

FIX

Fixed Player:SetHullDuck() not working properly

FIX

Fixed Stalkers not bleeding and leaving their beams behind after they are removed

FIX

Fixed Combine Helicopter, Dropship, Gunship & Floor Turret bleeding in multiplayer

FIX

Fixed auto refresh not working with symbolic links

FIX

Fixed GMad not working properly on Linux and OSX

FIX

Fixed Lua files not being loaded on clients in multiplayer in some cases

FIX

Fixed Lua fonts being deleted on resolution change

FIX

Fixed bad NextBot collisions with players by default

FIX

Fixed NextBots not being able to walk through PLAYERCLIP brushes by default

FIX

Fixed Hammer making Steam show you as playing Garry’s Mod

FIX

Fixed Lua errors when printing invalid Panels and Physics objects

FIX

Fixed static lighting breaking in some cases

FIX

Fixed a huge exploit with “cvarlist” console command

FIX

Fixed net.WriteUInt writing data as signed integer

FIX

Fixed game_ui entity not releasing player input on player death

FIX

Fixed an exploit with OpenFolder

DEL

Removed “Lua JIT is DISABLED!” message

DEL

Remove FCVAR_ARCHIVE flag from cl_thirdperson, sv_backspeed & hud_showemptyweaponslots
/r/Games Thread Link - garrysmod.com