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Additions
- Finger Poser
- Trails Tool
- Lightbulb Tool
- Camera Tracking. Press USE when looking at an object with the camera.
- Camera Roll. Move the mouse sideways while holding RMB to roll.
- Convar: physgun_rotation_sensitivity (default 0.1)
- lua_redownload - Forces a Lua reconnect for all clients.
- Lua will now condump on critical error
- Tools list now collapsable
- tool_* console commands to activate tools
- PostProcess overlay now shows thumbnails
- 'Sun Size' option to sunbeams
- Notification when kicked due to different scripts
- Lamps can now be toggled on and off
- More materials
Changes
- Double pressing reload with the physgun now unfreezes all props
- Single pressing reload with the physgun now unfreezes the prop you're looking at and all entities constrained to it
- Prevented addons from adding [tags] to the game description
- Increased elastic constraint limits
- Forced mouse filtering on (for rotating, camera zooming)
- gamemode_reload, swep_reload and sent_reload no longer need sv_cheats 1 for server admins
- r_DrawDetailProps is no longer a cheat
- Divided options tab into categories
Fixes
- Weapons having no lag compensation
- Crash when making wheels with 0 torque then changing their torque
- Crash with incorrectly defined context menu comboboxes
- Particles sometimes not moving
- Possible Freezing due to NaN numbers from Lua
- Particle distance alpha not fading properly
- lua_run_cl needing quotes
- Crash with npc_sniper
- Timing errors when making timers in predicted clientside functions
- SWEPS misbehaving with pings > 100
- Prevented crashing when too many Lua Effects
- Prevented crashing when too many Lua Particle Emitters
- Trying to show empty tooltips
- Jagged camera movement when zoomed all the way in
- Ragdoll spazzing when recording demos
- Invalid paths getting added to the searchpaths
- Rare crash when being kicked from Script Enforce'd servers
- Misc VPhysics crashes
- Cameras not getting cleaned up
- Crash starting d1_town_03 in multiplayer
- Crash starting d1_canals_01a in multiplayer
- Search path orders getting messed up, resulting in slow load times/missing sounds/switched textures
- Menus sometimes not closing when closing the spawnmenu/context menu
- Lua File cache sometimes reloading unchanged files
Lua
- Infinite Loop protection
- ENTITY:SkinCount() (returns int)
- Added util.PointContents( int )
- Added GAMEMODE:SetupPlayerVisibility( player )
- Added AddOriginToPVS( vector )
- Added Error( text )
- Fixed pod returning false to IsVehicle()
- Added LerpAngle( float, angle, angle )
- Added LerpVector( float, vec, vec )
- Added PANEL:PaintManual()
- Added PANEL:SetPaintedManually( bool )
- Added PANEL:RequestFocus()
- No longer need to call ParticleEmitter:Finish()
- Added SWEP:DrawWorldModel()
- Added ParticleEmitter:SetNearClip( float, float )
- Added ParticleEmitter:SetParticleCullRadius( float )
- Added Player:DropNamedWeapon( string )
- Added Player:DropWeapon( Weapon )
- Added SWEP:Equip( owner )
- Added SWEP:OnDrop()
- Added render.StartMaterialOverride( material )
- Added Player:GetRagdollEntity()
- Added Player:RemoveAllAmmo()
- Added Player:SetAmmo( ammoid, count )
- Added Player:TraceHullAttack( vecStart, vecEnd, vecMin, vecMax, damage, damagetype, forcescale ) - returns hurt entity
- Added Player:SetUnDuckSpeed( time )
- Added Player:SetDuckSpeed( time )
- Added Player:SetRunSpeed( speed )
- Added Player:SetWalkSpeed( speed )
- Added Player:SetCrouchedWalkSpeed( multiplier )
- FireBullets table now accepts a 'HullSize' int key (if over 0 defines the hull size of the bullet)
- Added GAMEMODE:GetCrouchTime( Player, bDuckJump, Ducking )
- Player:TakeDamage moved to Entity:TakeDamage
- Updated Lua to 5.1.2
- Added GAMEMODE:CanPlayerEnterVehicle( player, vehicle, role )
- Added GAMEMODE:PlayerEnteredVehicle( player, vehicle, role )
- Added global GAMEMODE_NAME
- Particle:SetLifeTime() now accepts negative values for delayed spawning
- Added >>, <<, |, & operators
- Added CSoundPatch:SetSoundLevel( level )
- Added DynamicLight( _int_ ) returns a dynamiclight object.
- Added Player:SetDSP( effectid, bQuickreset )
- Added GAMEMODE:OnDamagedByExplosion( ply, dmginfo )
- Fixed tracer effects getting a bad startpos
- GAMEMODE:EntityTakeDamage is now called for players too
- Added Panel:GetCaretPos()
- Added Panel:SetCaretPos( int )
- Added Entity:Visible( ent ) ( returns true if entity can see ent )
- Added Entity:VisibleVec( vec ) ( returns true if entity can see vec )
- Added NPC:SetHullType( hulltype )
- Added NPC:SetHullType()
- Added NPC:SetHullSizeNormal()
- Added NPC:CapabilitiesClear()
- Added NPC:CapabilitiesAdd( int )
- Added NPC:CapabilitiesRemove( int )
- Added NPC:CapabilitiesGet()
- Added NPC:TaskComplete()
- Added NPC:TaskFail( string )
- Added NPC:RemoveMemory()
- Added NPC:ClearSchedule()
- Added NPC:IsCurrentSchedule( Schedule ) (returns bool)
- Added PrecacheScene( string )
- Added NPC:UpdateEnemyMemory( entity, pos )
- Added NPC:SetExpression( string )
- Added NPC:ClearExpression()
- Added NPC:GetExpression() (returns string)
- Added GetTaskID( string ) (returns int or nil)
- Added NPC:UpdateEnemyMemory( entity, pos )
- Added NPC:SetExpression( string )
- Added NPC:ClearExpression()
- Added NPC:GetExpression() (returns string)
- Added NPC:StartEngineTask( id, data )
- Added NPC:RunEngineTask( id, data )
- Added NPC:GetNPCState()
- Added NPC:SetNPCState( state )
- Added NPC:MaintainActivity()
- Added Entity:SequenceDuration()
- Added NPC:ConditionName( int )
- Added NPC:ClearCondition( int )
- Added NPC:HasCondition( int )
- Added NPC:SetCondition( int )
- Added NPC:Classify()
- Added NPC:NavSetGoalTarget( ent, vec )
- Added NPC:NavSetRandomGoal( fMinDist, vecDir )
- Added NPC:NavSetGoal( vec )
- Added NPC:NavSetWanderGoal( fMinDist, fMaxDist )
- Added NPC:GetMovementActivity()
- Added NPC:SetMovementActivity( ACT_RUN etc )
- Added NPC:GetMovementSequence()
- Added NPC:SetMovementSequence( int )
- Added NPC:GetArrivalActivity()
- Added NPC:SetArrivalActivity( ACT_RUN etc )
- Added NPC:GetArrivalSequence()
- Added NPC:SetArrivalSequence( int )
- Added NPC:SetArrivalDirection( vec )
- Added NPC:SetArrivalDistance( flt )
- Added NPC:SetArrivalSpeed( flt )
- Added NPC:GetPathDistanceToGoal()
- Added NPC:GetPathTimeToGoal()
- Added NPC:ClearGoal()
- Added NPC:StopMoving()
- Added NPC:SetMaxRouteRebuildTime( fl )
- Added NPC:Give( weaponname )
- Added Entity:SetRenderAngles( ang ) (clientside)
- Added Entity:GetRenderAngles( ang ) (clientside)
- Added Entity:SetRenderOrigin( vec ) (clientside)
- Added Entity:GetRenderOrigin( vec ) (clientside)
- Added SuppressHostEvents( player )
- Added UnPredictedCurTime()
- Added IsFirstTimePredicted()
- Entity:SetParent( ent, attachmentid )
- Added Panel:SetContentAlignment( int )
- Added table.SortByMember( Table, MemberName, bAsc )
- Added GAMEMODE:AdjustMouseSensitivity()
- Added SWEP:AdjustMouseSensitivity()
- Added SWEP:NPCShoot_Primary( ShootPos, ShootDir )
- Added SWEP:NPCShoot_Secondary( ShootPos, ShootDir )
- Added SWEP:GetCapabilities()
- Fixed crash when giving surface.GetTextSize a NULL string
- Added GAMEMODE:SpawnMenuEnabled()
- GAMEMODE:GravGunPunt now gets called when punting held objects
- Added util.SpriteTrail( Entity, iAttachmentID, Color, bAdditive, fStartWidth, fEndWidth, fLifetime, fTextureRes, strTexture )
- Added scripted AI base
- Added OrderVectors( v1, v2 ) (makes min/max vectors)
- Fixed crash when using ents.FindInBox() with invalid box
- Added PANEL:SetTextInset( int, int )
- Added PANEL:SetPaintBorderEnabled( b )
- Added PANEL:SetPaintBackgroundEnabled( b )
- Added PANEL:CursorPos()
- Added healthleft, healthtaken to GM:PlayerHurt
- Fixed attacker being NULL in GM:PlayerHurt
- Fixed GM:ScalePlayerDamage not being called
- Added DamageInfo:IsDamageType( int )
- Added PANEL:MoveToFront()
- Added PANEL:IsMultiline()
- Added PANEL:DrawTextEntryText( col, col, col )
- Added PANEL:FocusNext()
- Added PANEL:FocusPrevious()
- Added PANEL:SetFocusTopLevel( bool )
- Added PANEL:SetTabPosition( int )
- Added GAMEMODE:PreDrawSkybox() (return true to not draw default skybox)
- Added GAMEMODE:PostDrawSkybox()
- Added Entity:DispatchTraceAttack( dmginfo, startpos, endpos )
- Added Panel:SetTooltip( text )
- Added CreateMaterial( name, shader, params )