[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]