May 2018 Update is out!
Author: Rubat,
published 6 years ago,
[url=https://gmod.facepunch.com/blog/may-2018-update/][img]https://i.imgur.com/1TjrZSf.jpg[/img][/url]
Faceposer, 3rd person animations and HL campaign improvements
[url=https://gmod.facepunch.com/blog/may-2018-update/]View Post[/url]
[h1]Changes[/h1]
[list]
[*] 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
[/list]
[list]
[*] 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
[/list]
[list]
[*] 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)
[/list]
[list]
[*] 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
[/list]