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Added:
- 'Addon Presets' feature
- 'Toggle' keybind for Hoverball tool
- 'Playback rate' slider for Spawn Icon editor
- 'Followed' and 'Favorite' sections to Addons menu
- Ability to hide news in main menu (News posts younger than 7 days are still force shown)
- Support for the new Left 4 Dead 2 DLC
- 4 map icons from the Team Fortress 2 Halloween 2020 update
- 'enable realistic fall damage' option to 'start new game' for Sandbox
- Default keybinds to Lamp and Light tools
- Point_viewcontrol features from CSGO: SetTarget/SetTargetAttachment/ReturnToEyes/TeleportToView/SetTrackSpeed/SetPath inputs, 'fov' 'trackspeed 'fov_rate' keyvalues, Set FOV spawnflag
- Env_sprite_clientside
- Env_projectedtexture: added 'style' and 'pattern' keyvalues/inputs, SetNear/FarZ inputs and more
- Simple multiplayer support for color_correction_volume
- Info_particle_target as alias of info_target
- Prop_dynamic_glow as alias of prop_dynamic
- Server related steam error code translations
- New argument to Entity.EmitSound - flags, and fixed type checking for the other optional arguments, including pitch and volume arguments not working if soundlevel argument is not given
- 5th optional argument for surface.DrawOutlinedRect - thickness
- ENT/SWEP.IconOverride (Also works for NPCs/Vehicles)
- Sound.EmitHint( SOUND_ enum, position, volume, duration, owner = NULL )
- SOUND_ enums
- 'NiceName' read only field to Undo structure, contains the text shown in player's undo list UI (Community Contribution)
- Basic soundscript support for EmitSound global
- 'size' and 'updated' (date) keys to engine.GetAddons()
- New optional argument to Entity.DrawModel() - flags (STUDIO_)
- DSP argument to entity.EmitSound and EmitSound global
- 3 new types for steamworks.GetList() - 'followed', 'friend_favs', 'favorite'
- CTakeDamageInfo.SetBaseDamage
- PlayerHandleAnimEvent and PlayerFireAnimationEvent hooks
- Maps/*.lmp to Workshop whitelist
- List.GetTable() (Community Contribution)
- Player.SetMaxArmor
- Player.GetMaxArmor
- Render.GetHDREnabled()
- Player.SetViewPunchVelocity
- Player.GetViewPunchVelocity
- Player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (Community Contribution)
Fixed:
- Right clicking or middle mouse clicking on text entries in spawnmenu forcing the spawnmenu to stay hanging unable to be closed with Q
- Not being able to +use pickup hl2 grenades
- Not being able to +use pickup weapons (as in, physics pickup)
- Half-Life 2 credits not working
- Not being able to send large dupes (arm them) to server while being able to download large dupes from server. Dupe anti spam is now per-player on server and also exists on client.
- Gravity Gun leaving held prop stuck mid air on client when the Gravity Gun is switched away too quickly
- Gravity Gun launch/punt effects coming from the wrong place in 3rd person for local player
- 'Cleanup Scripted Weapons' button only cleaning up Scripted Entities and not Weapons (now does both), missing translation for '#Cleaned_Sents'
- Lamp/Light tool effects not rendering
- Thruster not working at all if it was turned on while frozen by the Physics Gun
- Being able to 'store an attack' using the Fists SWEP by switching away after pressing LMB and before the attack is performed
- Entering a vehicle while crouched saving and restoring the crouched view offset when exiting the vehicle even though the player is forced to un-crouch
- A crash related to shadow rendering
- DNumberScratch's value going out of bounds of the blue background with huge values
- GMOD_SendToClient having inflated buffer sizes
- Hammer not loading vgui language files
- Certain labels/buttons in Hammer model picker being cut off
- HLMV not being able to open VPK folders (and potentially other places not detecting VPK folders)
- 'snap to grid' display in Hammer not updating when it should
- 'Browse' for func_instance in Hammer not filling the field properly when map .vmf is not located in the GarrysMod/garrysmod/maps folder
- (env_)explosions not respecting the NODLIGHTS flag
- A crash to do with built-in weapons
- Hover state of DSlider's draggable 'knob'
- MP3/OGG sounds being cached even when they don't exist/failed to load
- Lua errors when thrusters are trying to use NULL particle emitters
- Icon Editor erroring when editing a spawnicon which was removed (spawnmenu_reload)
- A crash with npc_alyx shooting on a server with no players
- An infinite loop with CAI_TrackPather on ep2_outland_11a (and possibly other maps/places)
Other:
- You can now undo Weapons spawned through Spawnmenu with middle mouse click or the Creator tool (Community Contribution)
- Hoverball now shows its 'Strength' value in the tooltip
- Dynamite now shows its 'Delay' value in the tooltip
- Subscribing to addons with addon dependencies from in-game now displays a nice message telling you which addons you should also install with quick buttons to do so
- Banned/invalid addons now appear in the addon list to give users a chance to uninstall them and to tell them why they are not loaded
- Weapons no longer disappear when you pick up 0 ammo from them with gmod_ammo 0
- Don't count 'no workshop id' as a workshop id for server browser gamemode list, potentially hiding the install gamemode button
- Physcannon_mega_enabled now works as expected
- Resizing spawnmenu Dupes/Saves tabs now properly updates the icons to fit within the new size
- Players are no longer in the sit animation in 3rd person when exiting vehicles
- Properly align checkbox labels in New Game settings
- Partially resolve explosive barrels exploding when catching them and lightly touching ground after throwing
- Implemented full effects for the Super Gravity Gun
- It should no longer be possible for the Gravity Gun effects to break when overwriting Garry's Mod files
- Gravity gun effects now look closer to how they look in Half-Life 2
- Reduced the minimum value for Light tool brightness to -10 from 0, which makes the light dimmer (-6 in UI)
- Improvements to prevent spawning props partially inside walls/ground
- Translated 'Unfrozen X objects' and 'Undone X' (experimental) hints
- Given Hoverball tool more sensible defaults
- Revised Hoverball visuals and placement angles
- Improved UGC (addons/dupes/etc) pagination: page number for easy sharing, now works better on extremely small screens and can go beyond page 32
- Reduced minimum amount of UGC icons to 1 so the UGC menus are at least functional on tiny screens
- Light tool rope attaches closer to the top of the model like expected
- Localized Workshop subscription Download/Extraction window
- Do not display 'ServerContent' addons in Latest/Popular/Trending categories in-game
- Updated Light tool model - color tool applies color only to parts that are meant to be colored similarly to Lamp tool models
- Finger poser improvements: New background image, scales better with custom tool panel width, holding SHIFT should now make it easier to position fingers
- Changing spawnicon skin/bodygroups in the spawnmenu triggers 'Save Changes' button to show
- Experimental spawnicon loading 'queue' - prevent complete freezes when opening spawnlists, load spawnicons until we reach 30 FPS or 1 per frame
- Updated Portuguese translation for TTT (Community Contribution)
- Hammer: Allow right click on 3D view to activate FPS camera controls, on tools where right click in 3D view is not used
- Preventative fix for large Lua files causing clients to get stuck on loading or completely breaking a server with autorefresh
- Do not rebuild Derma skin on ALL panels when some single panel gets its skin set
- Dtooltip inherits derma skin from the panel it is opened for
- VRAD no longer crashes with invalid model versions on static props (i.e. Portal 2/CSGO models)
- VRAD no longer bails compiling vertex lighting for static props with invalid model versions
- VRAD now uses DX90 (used DX8 versions before) vertex format for vertex lighting of static props
- Env_projectedtexture shadows can now be turned on while the projected texture is on (previously required the projected texture to be turned off)
- Overflowing serverside sound precache no longer boots you to main menu/crashes the server
- Force disconnecting players to leave their current vehicle properly
- Hammer and entity templates can now properly handle post Left 4 Dead 1 map entity Input/Output (ESC delimiter instead of a comma)
- Changed bodygroups to use unsigned integers over signed integers to prevent crashing and increase the bodygroup combination limit somewhat
- Npc_combinegunship's ground attack spawnflag and inputs work now
- Trigger_teleport ejects player from a vehicle when teleporting with the 'Only Players In Vehicles' spawnflag
- Hammer: .fgd flag/array values inheritance, so spawnflags on trigger_teleport are no longer missing (possibly fixes other entities too)
- Replaced a bunch of Color( 255, 255, 255 ) cases with color_white, etc
- Hammer: Made the 'Default to 15 degree rotations' setting invert what SHIFT does during rotation, not outright enable/disable it
- Restored invalid model file header checks for VRAD
- More descriptive error messages when Msg* functions fail to call tostring()
- Avoid kicking players for 'Connection rejected by game'
- Crash with a nicer message on maps that have (purposefully) corrupted first lump
- Better Orbit camera for DAdjustableModelPanel
- Minor improvements to PrintTable() (Community Contribution)
- Switched steamworks.GetList to ISteamUGC
- Better error handling for compressed map lump loading
- The game no longer loads 'Do not mount' state for unsubscribed addons
- Combined the two loops in weapons.Register into one
- Print a console message when game is started with -noaddons
- Increased precision of rotation for all entities to fix prediction errors (lagginess) when walking on frozen props at not straight angles
- Doubled maximum ammo types
- Removed usage of SendLua in the undo library
- Removed some unused variables from Sandbox entities
- Removed internal STUDIO_TWOPASS hack for Lua entities to hopefully fix the render order issues for good
- Rollback render.ClearDepth change for DModelPanel as it causes issues for addons
- PrePlayerDraw/PostPlayerDraw now have 2nd argument - flags (STUDIO_)
- DrawWorldModelTranslucent/DrawWorldModel now have 2nd argument - flags (STUDIO_)
- RenderOverride now also has 2nd argument - flags (STUDIO_)
- New optional argument for surface.DrawText - bool - force additive/not additive, defaults to font default
- Better click 'animation' for DImageButton depression, added DImageButton:SetDepressImage() (Community Contribution)
- TOOL.ServerConVar actually creates the convars
- Draw.RoundedBox(Ex) with border value larger than the box height causing the box to render larger than intended
- HTTP global always returns a boolean, not only on success
- Nextbots not respecting EF_NOSHADOW
- An issue with SWEP:OwnerChanged clientside not being called when initially dropping a weapon
- Entity.GibBreakServer is no longer affected by breakable_multiplayer convar (Aka it works now)
- Util.GetModelMeshes returning data for the error.mdl for models that don't actually exist
- Entity.GetModel() clientside should now return more correct result
- Language.GetPhrase now translates strings starting with #
- Player.PrintMessage serverside now translates messages like expected
- DTree_Node.ExpandRecurse producing Lua errors
- CSoundPatch:SetDSP now works while the sound is playing
- Addon spawnlists not supporting subcategories
- DNumberScratch (and DNumSlider) constantly firing it's OnValueChanged callback when the value didn't actually change
- Collision/movement issues with Player.SetModelScale
- Made NPC.NavSetGoal()'s 3rd argument to default to 100 to prevent old addons from erroring
- Use a faster method of ignoring newlines in Base64decode
- Allowed various Draw* global functions related to Post Processing to work directly with RenderTargets (Community Contribution)
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