The October 2024 Update is now live.
Update Highlights
This update brings many animation fixes for the Half-LIfe 2 campaigns playable through Garry's Mod if you own the games on Steam.
There are also a few quality of life improvements - a search bar for addon presets and spawnicon editor menus, as well as a date of last visit for each server in the server browser.
For modders the new Particle Editor layout is now available, identical to how it works in newer Source Engine games. A whole bunch of new particle operators and initializers are included with the new layout a as well.
The update also includes a bunch of smaller fixes, optimizations, stability improvements and additions here and there, for modders and players alike. [quote]This update requires servers to update before you can join them. This means that for a certain period of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again, as well as make sure your game is up to date. You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote] You can find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/october-2024-update
Hello everyone, The next Garry's Mod update is coming soon. The current plan is to release the next Garry's Mod update on 29th of October at 3PM GMT. The update will be mandatory for all server owners, so write the date down, servers will need to be updated before they can be joined again. You can preview the list of upcoming changes here: https://wiki.facepunch.com/gmod/Update_Preview_Changelog (Please note this list is still work in progress and is subject to change.)
Please help us test the update
We kindly ask anyone, players, modders and server owners alike, willing to help us test this update before it releases, to minimize any potential problems with the update. Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the current version of the game. The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes. You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues Or at the very least in the comments below, or on our official Discord server or: https://discord.com/invite/gmod If you wish to set up a dedicated server instance using any of the beta branches, please see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hello everyone, We are releasing a small patch today with some fixes for issues introduced in the previous update, as well as some bonus fixes. Servers and clients are recommended to update as soon as possible. The changelog is as follows: * Fixed performance degradation with lots of static props * Fixed crash with threaded addon file access * Fixed changelevel crash to do with ragdolls * Fixed crashes when trying to draw invalid sprite textures * Fixed Lua errors when spawnlists contain invalid data * Fixed spawning Sky editor not loading in Star Scale setting
Update Highlights
The Faceposer tool got some upgrades with this update, the model flexes can now be grouped into convenient, collapsible groups, making it easier to find what you are looking for at a glance. These groups are loaded from the models themselves, so the support for this feature is up to model makers.
This update also comes with reworked default spawnlists, finally exposing every single model that comes with the base game, as well as pre-generated spawnicons for every single one. Please note that these new spawnlists may not appear for you until you delete existing spawnlists (garrysmod/settings/spawnlists/ folder) if you played Sandbox prior to this update. Be aware that this folder also includes your custom and modified spawnlists.
In addition to the new default spawnlists, you can now more easily create custom spawnlists for your addons. Simply right click on an addon in your Spawnmenu's browse section and select "Create a spawnlist from this folder". It will generate a spawnlist and group addon props by folder they are in. This also works for mountable games in the same section of the spawnmenu. Don't forget to save your changes when you add new spawnlists or modify them!
Other spawnmenu improvements include more information about weapons and entities straight from the spawnmenu, as well as a visual indicator when a tool is disabled by the server. (toolmode_allow_
Finally, there are many, many smaller changes, a lot of crash fixes and many improvements for mod makers, as per usual.
You can find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/july-2024-update
Hello everyone, The next Garry's Mod update is coming soon. The current plan is to release the next Garry's Mod update on 31st of July at 2PM GMT. This update will be backwards compatible with existing servers, so servers do not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes. You can preview the list of upcoming changes here: https://wiki.facepunch.com/gmod/Update_Preview_Changelog (Please note this list is still work in progress and is subject to change.)
Please help us test the update
We kindly ask anyone, players, modders and server owners alike, willing to help us test this update before it releases, to minimize any potential problems with the update. Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the current version of the game. The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes. You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues Or at the very least in the comments below, or on our official Discord server or: https://discord.com/invite/gmod If you want to set up a Dedicated Server instance using any of the beta branches, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Some of you may have noticed that certain Nintendo related workshop items have recently been taken down. This is not a mistake, the takedowns came from Nintendo. Honestly, this is fair enough. This is Nintendo's content and what they allow and don't allow is up to them. They don't want you playing with that stuff in Garry's Mod - that's their decision, we have to respect that and take down as much as we can. This is an ongoing process, as we have 20 years of uploads to go through. If you want to help us by deleting your Nintendo related uploads and never uploading them again, that would help us a lot.
Hello everyone, We are releasing a small patch today with some fixes for issues introduced in the previous update, as well as some bonus fixes. Servers and clients are recommended to update as soon as possible. The changelog is as follows:
- Fixed lua_refresh_file not working with gamemode or addon files
- Fixed autorefresh not working on symlinked folders and subfolders
- Allowed physgun_wheelspeed to go negative again
- Fixed async model loading system trying to load already loaded models
- Fixed RecipientFilter global having its argument have a flipped meaning
- Fixed a crash due to sounds failing to be loaded
- More potential crash fixes to do with texture loading
- Fixed net.WriteData warning not displaying correct data
- Fixed "bad sequence" warnings so they display correct max number
- Fixed "Unable to initialize DirectSoundCapture" disabling voice chat
- Fixed some presets being erroneously treated as collection ID
- Fixed "flush" concommand crashing on windows dedicated server
- video library restores fps_max if it sets it
- Moved "render to video" temp file to videos/ folder
- Fixed "render to video" not rendering while main menu is open
- CPropDoorRotatingBreakable does not try to precache NULL model breakables
- Fixed quitting while demo is being recorded writing invalid tick count to the demo count
- Fixed a crash with the mesh library
- Fixed DModelPanel having issues with depth buffer when 2 panels are overlaid
- Removed some useless concommands - Test_CreateEntity, Test_RandomPlayerPosition
Artwork showcased: "Job"
The March 2024 Update is now live.
New Crosshairs
This update brings a new default crosshair for the base game, as well as ability to customize your crosshair. This is usually fulfilled by using addons, but the default crosshair had a long standing issue of being impossible to see on bright backgrounds, so a new one was well overdue. You can now customize the crosshair in the Options menu:
(You can reset the slider values by middle mouse clicking on them! It works in many places!) The new default crosshair, a dot image, is visible no matter what you are looking at. You can still use the old crosshair if you really must, via the aforementioned crosshair customization. The options menu was also changed a bit:
Bringing some of the more obscure settings to the front, so players know of their existence.
Sandbox Improvements
A quality of life change to the built-in Bodygroup & Skin changer is added in Sandbox:
You can now switch skins and bodygroups without closing the menu by right clicking on the options. Additionally, new quick options are now available in the Server section of the menu bar:
These are only available to be changed in singleplayer or by the listen server host, but hopefully will bring more of a spotlight to existence of these settings. A lot of more of them can be found in the Spawnmenu's Utilities tab, which were added in previous updates. Portal 1 entities are now also available in the base game for owners of Portal 1 on Steam:
Other Changes
There has been a huge amount of other, smaller changes that may or may not be visible to players. You can now share addon presets with your friends, or import them from collections:
Some improvements were made to duplicator support, such as saving NPC health and max health, "Make Persistent" option, and "frozen by physics gun" status. A large amount of crash issues were fixed. As usual, a large amount of new Lua API features were added for mod makers, as well as some minor improvements to map making tools. You can find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/march-2024-update
Hello everyone, The next Garry's Mod update is coming soon. The current plan is to release the next Garry's Mod update on 13th of March at 4PM GMT. This update will be backwards compatible with existing servers, so servers do not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes. You can preview the list of upcoming changes here: https://wiki.facepunch.com/gmod/Update_Preview_Changelog (Please note this list is still work in progress and is subject to change.)
Regarding recent patches
I know the recent security patches introduced a few issues into the game. I can understand that it may be frustrating when an addon worked before and stopping working after an update. But please understand that these patches were and are necessary to ensure security of the game for everyone. Sometimes there just isn't a way to fix a security issue without breaking something else. The most helpful thing you can do in these cases is report issues you find in a constructive manner, with as many details as possible, with steps to reproduce the issue. This ensures the issue is fixed or mitigated as quickly as possible. This upcoming update will address a few regressions since those security patches based on community feedback.
Please help us test the update
We kindly ask anyone, players, modders and server owners alike, willing to help us test this update before it releases, to minimize any potential problems with the update. Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the current version of the game. The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes. You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues Or at the very least in the comments below, or on our official Discord server or: https://discord.com/invite/gmod If you want to set up a Dedicated Server instance using any of the beta branches, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hello everyone, We are releasing a small patch today with some security fixes. Servers and clients are recommended to update as soon as possible. The changelog is as follows:
- Made Entity.PhysicsInitMultiConvex throw type errors when given invalid input
- Removed unused DLLs from game's folder - bugreporter.dll, sixense.dll, headtrack_oculus.dll
- Shutdown HTML after VGUI - hopefully fixes a rare crash on game exit
- Made the BSP whitelist case insensitive
- Blocked access to .db files via the file library
- Made GM:OnLuaError available on client and server
- Made LuaMesh.BuildFromTriangles correctly modify the mesh when used on an already generated mesh - This is now only permitted when the vertex count matches between existing mesh, and the new mesh.
- Added safeguards against malformed .gma files
- Added overflow/underflow safeguards to render.Push/PopRenderTarget functions
- Fixed several security issues reported on HackerOne
Hello everyone, We are releasing a small patch today with some minor fixes. The changelog is as follows.
- Fixed saves really not working on maps with spaces in their names
- Fixed a number of security issues reported over the holidays
- Fixed addon file paths being lowercased before being mounted, causing issues for Linux users
- Allowed color correction files (materials/*.raw) and vehicle scripts (scripts/vehicles/*.txt) in map files
- Made "Entity thinking for X ms!!!" physics warning to only appear when "developer" is set to "1" or above
Hello everyone, We are releasing a small patch today with some minor fixes. The changelogs are as follows. December 19, 2023 Patch:
- Fixes towards certain files not loading from inside maps
- More security fixes
- Fixed keybinds being lost if they contain semicolons
- Added PANEL:OnTextClicked( id ) for RichText
- Temporarily restored PANEL:ActionSignal for RichText
- Temporary measures for addons that fail to load due to "failed to parse addon file"
- Minor security fixes
- Fixed even more security issues. Please update as soon as possible. This mainly affects clients, but servers are recommended to update as well.
- Display addons in red in Addons menu when they contain illegal files (and therefore not mounted/working)
- Fixed playing a demo not starting a loading screen
- Removed certain Lua API functions: ConsoleAutoComplete (menu), Panel.Command, Panel.SetActionFunction, Panel.SetPaintFunction, Panel.PostMessage, Panel.SetCommand, PANEL:ActionSignal, GM:LoadGModSaveFailed (clientside)
- Fixed some crashes to do with engine light styles
- Improvements to Garry's Mod's save system to prevent weird behavior, such as saves loading on wrong maps
- Fixed certain security issues. Please update as soon as possible. This mainly affects clients, but servers are recommended to update as well.
Hello everyone, We are releasing a small patch today with some minor fixes. This patch mostly affects game clients. The changelog is as follows:
- Fixed HL:S skill configs setting HL2 convars
- Fixed an infinite loop crash with Panel.KillFocus and Panel.OnLoseFocus
- Fixed a crash with text rendering
- Fixed crashes with filesystem printing warnings
- Fixed custom HTTP methods not working on clients
- Applied file.Exists fix to file.IsDir for Lua paths
- Use double precision floats for physenv.GetLastSimulationTime
- Added fallback sounds for EP2 vortigaunt attacks
- Unspecified minor security fixes
Hello everyone, We are releasing a small patch today with some minor improvements. Servers are recommended to update at their earliest convenience. The changelog is as follows:
- Added util.IntersectRayWithSphere
- Added util.IsSphereIntersectingSphere
- Added util.IsBoxIntersectingSphere
- Added util.IsPointInCone
- Added util.IsSphereIntersectingCone
- Panel.PaintManual can now render panels larger than the screen, when its first argument is set to true
- Added "Clear" button to the console
- Added missing TF2 map icons from its new updates
- Added "Color Lit Per Particle" particle initializer, update "Color Random" initializer to include new options
- Added duplicator.Disallow (Community Contribution)
- Added DPanPanel (Community Contribution)
- Added math.CHSpline (Community Contribution)
- Added SANDBOX:ContextMenuShowTool hook (Community Contribution)
- Added Global.ScreenScaleH (Community Contribution)
- Added table.Pack (Community Contribution)
- Added table.Flip (Community Contribution)
- Added DHScrollBar (Community Contribution)
- Added math.CubicBezier (Community Contribution)
- Added math.QuadraticBezier (Community Contribution)
- Made language.Add type-error on invalid input instead of silently fail
- Last argument of util.IsOBBIntersectingOBB is now optional
- Try to prevent static prop lightmap crashes when given invalid data
- Panel.PaintAt restores zpos of the panel
- Clamp physics forces phys_torque applies to prevent crashes/crazy physics
- Duplicator saves and restores sub materials by default
- Restored nav_generate progress dialog UI
- Move OnRequestFullUpdate warning to developer 1 so it is not as spammy
- Matched behavior of SteamID functions for bots between clientside and serverside
- Made Player:SteamID64 and Player:AccountID never return no value
- Error no halt when player.CreateNextBot would crash due to being ran too early
- Remove limits when reading SteamHTTP response headers
- Entity.IsMarkedForDeletion now checks Entity.Remove queue, so its output is now more correct
- Applied an experimental change to render.RenderView to render using VIEW_MONITOR instead of VIEW_MAIN as a potential fix for sprite rendering when using that function
- Added more NPCs categorized as hostile and friendly towards players (IsFriendEntityName global) (Community Contribution)
- Added Versus Saxton Hale map category from recent TF2 update (Community Contribution)
- TTT: Disable notification sound by default and add a setting for it (Community Contribution)
- Various code cleanups (Community Contribution)
- Fixed trigger_hurt forgiveness not resetting damage correctly
- Increased limit of language.GetPhrase output to 4000 bytes, from 1000 - if limit is hit, truncate the string, instead of outputting an empty string
- Fixed a crash due to BSP ZIP hash collision
- Fixed crashes due to combining Entity:EnableCustomCollisions and Entity:PhysicsInitSphere
- steamworks.GetList "days" parameter is functional again
- Restored functionality of "dtwarning" convar, which defaults to 1 now to maintain old behvaior
- Make Entity:InitializeAsClientEntity do nothing and error no halt when used. The function was useless and would often crash when used inappropriately
Hello everyone, We are releasing another small patch today, addressing some issues found out from the last update, as well as some additional improvements. The changelog is as follows:
- ents.GetMapCreatedEntity is now shared
- Fixed a crash issue when loading certain particle files
- FIxed skill configs not applying in time for singleplayer, resulting in NPCs not having health set, etc
- TTT: Made Poltergeist weapon range easier to override (Community Contribution)
- TTT: Fixed notification sound cue and make it toggleable (Community Contribution)
- DListView now ignores invisible lines (Community Contribution)
- Fixed metropolice NPC crashing when its target is removed during a weapon burst fire
- Steam Voice Settings opens Steam Settings in overlay
- Increased vtx filesize limit for studiomdl.exe, and added safeguards against crashing when the limit is hit
- Fixed a regression with halo/outline rendering
- poster command now works correctly with cl_leveloverview enabled
- Fixed up ToS/Privacy Policy links on Options menu
- Added voice_recordtofile to blocked concommand list
- DNS lookup Global.HTTP URLs before sending them to Steam
- Potential improvement to 64x64 cubemap quality when building map cubemaps (Community Contribution)
Artwork showcased: "Movie Night"
The June 2023 Update is now live.
This update adds a few new visual effects for mappers and modellers to take advantage of, for better visuals.
There are also new additions for the Hammer Editor for mappers to enjoy, such as new entities, static prop lightmaps, and more.
We are also introducing experimental changes that remove the script limit for singleplayer, so that you can play with all your addons regardless of how many you have installed.
This update also adds a new option to delete temporary server files on game shutdown, such as sprays. This feature is controlled by gmod_delete_temp_files console variable and is enabled by default. If you wish to disable this feature, you can set the console variable to 0.
And as usual, there are plethora of new Lua API additions and changes for modders to create even cooler addons.
You can find the full change list for this update in our blog post:
https://gmod.facepunch.com/blog/june-2023-update
[quote]This update requires servers to update before you can join them.
This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again.
You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote]
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 28th of June at 4PM GMT. The update will be mandatory for all server owners, so write the date down, servers will need to be updated before they can be joined. You can preview the list of upcoming changes here: https://wiki.facepunch.com/gmod/Update_Preview_Changelog Please note this list is still work in progress and is subject to change.
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, on our official Discord server or on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues https://discord.com/invite/gmod
Pre-release Steam Branch
The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hey everyone, We are releasing a small patch today. The entire change log is as follows:
- Fixed ToolGun:GetToolObject returning local players values for other players clientside
- Fixed potential Lua errors with PropSpawn effect
- Fixed an infinite loop with util.TableToJSON when a table has __index that always gives non-nil output
- Refresh language files on gamemode change
- Reworked how GetItemInfo timeout works for WorkshopDL to hopefully work better
- Fixed crashes when barnacle m_hTongueTip's m_pSpring is null
- Throttled CreateFragmentsFromFile messages to 1 a second to avoid lag
- Expanded the 'Your map differs from the servers' kick reason with more info
- Fixed a server crash to do with invalid vehicle scripts for airboats
- Fixed a crash when accessing self.loco of a deleted nextbot
- Try to prevent crashing when (re)loading textures from .png
- Use snd_musicvolume instead of volume for loading screens (Community Contribution)
- TTT: Fixed ironsight position when in singleplayer (Community Contribution)
- IncludeCS now returns result of include() (Community Contribution)
- Contain DButton's image size if it's too big (Community Contribution)
- Added the Derma Icon Browser (derma_icon_browser console command) (Community Contribution)
- Refactored weapon_medkit so it is easier to change/extend (Community Contribution)
- Menu support for util.IsBinaryModuleInstalled (Community Contribution)
- Added Panel:Set/GetTooltipDelay (Community Contribution)
- Added vgui.Exists (Community Contribution)
- Security fixes
- Fixed a Lua error about "derma_icon_browser.lua"
- Fixed a regression with language getting reset to Steam's language if your chosen in-game language is English
Artwork showcased: "Sandvich Ops."
The January 2023 Update is now live.
You can find the full change list for this update in our blog post:
https://gmod.facepunch.com/blog/january-2023-update
January 26 Update: Fixed a regression with Lua effect auto refresh causing errors.
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 25th of January at 4PM GMT. The update will be optional for all server owners, but naturally it is highly recommended to update to receive all the latest features and improvements. You can preview the list of upcoming changes here: https://wiki.facepunch.com/gmod/Update_Preview_Changelog Please note this list is still work in progress and is subject to change.
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, on our official Discord server or on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues https://discord.com/invite/gmod
Pre-release Steam Branch
The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Artwork showcased: "Sky Train"
The June 2022 Update is now live.
You can find the full change list for this update in our blog post:
https://gmod.facepunch.com/blog/june-2022-update
[quote]This update requires servers to update before you can join them.
This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again.
You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote]
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 8th of June at 1PM GMT. The update will be mandatory for all server owners, so mark the date and time. Servers will need to be updated before people can join them again. You can preview the list of upcoming changes here: https://wiki.facepunch.com/gmod/Update_Preview_Changelog Please note this list is still work in progress and is subject to change.
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, on our official Discord server or on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues https://discord.com/invite/gmod
Pre-release Steam Branch
The Pre-Release and x86-64 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hey everyone, We are releasing another small patch today. The entire change log is as follows: * Relaxed threshold for "Too many voice packets in a single frame!" kick * Fixed crashing with npc_apcdriver when it doesn't have its vehicle * Added console warnings when npc_apcdriver/npc_vehicledriver is removed due to it not having its vehicle to drive As usual servers are recommended to update at earliest convenience.
Hey everyone, We are releasing another small patch today. The entire change log is as follows:
- Disallowed physics creation/destruction functions from being called on jeeps/airboats to prevent crashes
- Allowed physgunning persistent props when persistence is disabled
- Fixed an issue with halo library not resetting color of pp/copy, which in some cases makes usage of halo library fill the whole screen with a color
- Fixed Lua errors when trying to activate non Toggle Camera or Dynamite from a tool Button that was loaded from a save in multiplayer
- Improved save loading so it sets player ownership of spawned entities to a player in more cases
- Fixed vgui_slideshow_display crashing the game without materials to display
- Fixed a crash when trying to play bad ADPCM .wav files
- Fixed file.AsyncRead returning garbage when the target file has no data
- Added NextBot.GetLastKnownArea and NextBot.ClearLastKnownArea
- Put motionsensor.GetColourMaterial behind a clientside permission
- Fixed DIconLayout counting border size 2 times when laying out icons (Community Contribution)
- Flash the game window when loading screen disappears to let the player know the loading is finished
- Fixed hook.Add giving a less than useful error when given a nil to second argument
- Failing to save jpeg screenshots/posters actually says that it failed in console
- Fixed a regression with string.Comma where it wouldn't format huge numbers properly
- Fixed func_healthcharger and func_recharge not updating its texture index
- Added OnHalfEmpty, OnEmpty and OnFull outputs to func_healthcharger, to match func_recharge
- Fixed Half Life 1 sentry ragdolls not cleaning up on map cleanup. Also fixed their collisions and inability to hit the player at certain player angles
- Fixed a crash in the DSP system
- Fixed a crash with NPC:SetNPCClass
- TTT: Fix ammo ents blocking +use near other entites (Community contribution)
- Fixed a typo in hook.Remove error (Community Contribution)
- Fixed security issues
Hey everyone,
We are releasing another small patch today.
Biggest change with this update is the addition of Steam's Chat Filtering feature to the default in-game chat.
This filter can be disabled in-game via a check box in the chat's Filters section:
The filter also obeys your Steam preferences for chat filtering as seen here:
The entire change log is as follows:
- Prisoner pod and chair vehicles now react to damage physically, driver takes explosion damage, calls GM:EntityTakeDamage hook
- Fixed GM:PlayerAmmoChanged reporting incorrect new ammo count when called from Player:GiveAmmo
- Spawnmenu search now resets its model cache when addons/games are remounted
- Potential fix for crash relating to env_microphone's measure target entity
- Reduce Faceposer tool's convar count to 96 (from 128) to match the actual limit in the engine
- Fixed GMODLUA_GetUserType leaking onto the Lua stack (this only affects binary modules and the type() function, when using custom userdata types)
- surface.DrawLine now uses floats not integers
- Fixed a stack overflow with DListView and columns inserted at specific positions
- Fixes a server crash with no collide constraint.
- Fixed DTextEntry's automatic line breaks causing an infinite loop hang with specially formatted text containing a lot of whitespace
- Potential fix for a crash within CFontTextureRegen
- Add OS specific errors to binary module loading errors
- Make it more clear that changing sbox_persist while in-game will cleanup the map
- "Stop Persisting" property will now also be hidden when persistence is disabled
- Do not clean up map when disabling persistence
- Fixed changing persistence in-game saving to the wrong file if the cvar changed too quickly within the 2 second timer
- Downgrade Steamworks SDK to 1.50 as the newer version was causing issues
- Fixed 2 server lag exploits with default properties
- Fixed "join game" not showing up in Steam for P2P games after a changelevel
- Implement Steam chat filter to the default chat box (profanity filter is toggleable in the Filters section of the default chatbox, Steam preferences apply)
- Added string = util.FilterText( input, context, player )
- Added TEXT_FILTER_ enums
- Added safeguards to DownloadUGC when Steam sends us a null SteamUGCQueryCompleted_t
- Disabling hoverballs now adjusts their mass so they are not abnormally heavy when disabled, improved duplicator support for the disabled state
Update Summary
This update brings a new tab to the Problems section of the main menu: Permissions. This new section allows players to see permissions they granted to servers they play on, both temporary which reset after game shuts down and permanent, which save across game restarts.
The permissions tab displays detailed description of what each permission allows the server to do, and allows players to revoke granted permissions. The purpose of the permission system to give control over certain scripting features to the player. Currently only 2 permissions are available - Voice chat and server connection. In the future we may put more features that can be abused behind permissions. Duplicator tool can now store a list of Steam Workshop items that were used to create a duplication.
Players can see the list in the Duplicator tool's context menu and click on each button to open the Steam Workshop item and subscribe to it, allowing an easy way to make sure all necessary Steam Workshop content for a duplication is present. This only applies to newly created duplications. Map saves now also have a similar feature, but limited only to the map the save was made on. It should now be much easier to install necessary map for a map save. As usual this update adds a host of smaller features for modders, as well as fixes a bunch of crashes, security issues and other bugs. You can see the complete change list below. You will find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/december-2021-update [quote]This update requires servers to update before you can join them. This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again. You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote]
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 15th of December at the usual 4PM GMT. The update will be mandatory for all server owners, so mark the date and time. Servers will need to be updated before people can join them again. You can preview the list of upcoming changes here: https://docs.google.com/document/u/1/d/e/2PACX-1vTzEJEpdEje8e-FgsbyWGydu_Ez7p82MwOUPmRlUAAJ-KpkNJhHctyadZosfUYjVTz26KGip7bI7M9T/pub Please note this list is still work in progress and is subject to change.
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, on our official Discord server or on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues https://discord.com/invite/gmod
Pre-release Steam Branch
The Pre-Release and x86-64 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hey everyone, We are releasing another small patch today. The entire change log is as follows:
- Fixed a crash with physgun's primary fire when a grabbed entity gets removed/dropped during OnPhysgunPickup
- Disabled model/material/addon unloading/reloading features as it caused severe stability issues for some people running multicore rendering
- Fixed a crash when particles are attached to the world entity and the map is reloaded
- Fixed a potential crash with func_clip_vphysics
- Fixed Lua error with DTree_Node when self populating folders from filesystem end up with 0 files
- Fixed DComboBox's dropdown not being clickable on modal panels
- Automatically apply PROPINTER_FIRE_EXPLOSIVE_RESIST to all props that can deal explosive damage to prevent crashes when many explosive props are exploded in a small space
- Add sv_no_ain_files, defaults to 0, disables forced download of .ain files from the server
- Potential fix for crashes when util.Decompress (Possibly other places too) reallocates huge chunks of memory
- Fixed Out of Bounds $frame on render targets crashing the game
- Fixed hopefully all possible crashes with npc_barnacle when something deletes its internal physics objects and entities
- Potential fix for a crash in CMatQueuedRenderContext::Bind
- Fixed a potential material refcount issue when binding materials in CMatQueuedRenderContext
- Fixed prop_vehicle_prisoner_pod (Sandbox Chair vehicles) forcing FOV to 90
- Hammer: Added "Allow physgun" and "toolgun whitelist" keyvalues to func_lod
- Stop the crosshair color going white if the player's FOV is < 90
- Fixed SWEP.AccurateCrosshair not taking into account worldclicker aim and sometimes hitting the player entity itself
- TTT: Updated language files (Community Contribution)
- Sandbox Camera SWEP zooming rate is now server tickrate independent (Community Contribution)
- Completely disable CHudDeathNotice, CHudHintDisplay and CHudHintKeyDisplay since they are not used in GMod
- Fixed any bone manipulations breaking entity's render bounds, now render bounds will be only enlarged if a bone is manipulated outside of the original model bounds
Hey everyone, We are releasing a small patch today. The entire change log is as follows:
- Fixed duplicated Motors, Winches and Hydraulics being able to be activated by any player on the server
- Fixed Lua errors when making 0 width ropes
- Do not allow to use the "Drive" property on entities that are already being driven, to prevent players getting stuck in invalid state
- Fixed some entities having improper color/material in dupe icon preview, such as the Fog/Sky/Sun editors
- Fixed entering a chair causing everything to disappear for a bit
- Fixes to crashes/missing textures/error models when changing maps/servers/etc.
- TTT: add a player mic volume slider to the scoreboard (Community Contribution)
- TTT: fix table.Shuffle (Community Contribution)
- TTT: fix propspec_allow_named setting not taking effect (Community Contribution)
- Fixed a server crash when NPC is trying to holster a weapon_frag
- Fixed a server crash when item_ammo_crate is given an invalid ammo type
- Fixed a server crash when an npc_fastzombie tries to attack a non player entity
- ent_remove* no longer allows removal of the world entity
- ent_remove_all no longer can delete players
- Fixed "DownloadingFile" javascript function not being fired for Fast/ServerDL due to changes in last update
- Display a console message when ServerDL fails to download something
- Reset entity FXBlend cache when the current view changes during a frame, fixes point_camera messing up entity fade distances
- Player.ConCommand's queue clientside should now show addon name when running blocked concommands
- Added more debug info to "Invalid HitboxSet on something" warning
- Fixed func_movelinear regression with the SetSpeed input when called with speed of 0
- Added util.MD5/SHA1/SHA256 - all take a single string, and return a hex string
- Added IsConCommandBlocked
- Added crash/infinite loop safeguards to Entity.SetMoveParent: Unlink self from previous parent, do not allow to parent to yourself, check for cyclic parents
- Limited util.JSONToTable depth to 5000 (should be more than enough for any legitimate uses) to avoid stack overflows
- Apply stack overflow protection to util.TableToJSON
- Experimental "network to clients" option for Entity.ManipulateBoneAngles/Position (3rd argument, defaults to true)
- Added a second argument to util.GetModelMeshes - a table of tables where IDs are boneIds and contain a table of 2 keys: matrix and parentID
- Let's try an Entity.Set/GetColor change - Make C++ return/take 4 numbers, and make a Lua override that takes/returns color objects instead - should be ~2x faster and GetColor now returns the proper color object
- duplicator library now properly copies Lua-set color and material override, not just the Sandbox tool ones
- Fixed net library not resetting its internal variables on level change
- Entity.PhysicsFromMesh can now also accept just a list of vectors
- Fixed errors from GetInt() when text entry contents aren't numeric (Community Contribution) Added xalign and yalign arguments to draw.WordBox (Community Contribution)
Artwork showcased: "Monitors"
Update highlights
This update adds many small improvements and fixes to stability or other parts of the game, among which is a new feature for constraint tools in Sandbox - colorable ropes:
Colorable ropes are available too all rope based constraints in Sandbox, but only certain materials are supported. We have also added the ability to scale player voice chat on a per player basis clientside. This will allow players to adjust voice chat volume of every individual player in a server. This feature will need to be implemented manually by gamemode and server developers and is already available in the default Sandbox scoreboard, by using the mouse scroll wheel on the mute button.
As per usual, you can find the full change list for this update below. You will find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/june-2021-update [quote]This update requires servers to update before you can join them. This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again. You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote]
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 9th of June at the usual 4PM GMT. The update will be mandatory for all server owners, so mark the date and time. Servers will need to be updated before people can join them again. You can preview the list of upcoming changes here: https://docs.google.com/document/u/1/d/e/2PACX-1vTzEJEpdEje8e-FgsbyWGydu_Ez7p82MwOUPmRlUAAJ-KpkNJhHctyadZosfUYjVTz26KGip7bI7M9T/pub Please note this list is still work in progress and is subject to change. (Changes marked with (Networking Change) are not currently available for testing, but will be included into the test branches on Monday (7th of June), and will be included in the actual update)
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, on our official Discord server or on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues https://discord.com/invite/gmod
Pre-release Steam Branch
The Pre-Release and x86-64 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hello everyone. It has come to our attention that some community servers provide content that is simply put - unacceptable. While we normally do not interfere with community servers and the content they provide, in this case it is necessary to make it clear, that sexual violence content is not acceptable in Garry's Mod, be that on the Steam Workshop or on community servers. If you are a server owner, please familiarize yourself with the following article: https://wiki.facepunch.com/gmod/Server_Operator_Rules Please adjust your servers to conform to the rules outlined in the article. Servers found breaking the rules outlined in the article after 15th of April 2021 will be delisted from the in-game server browser.
Hey everyone, We are releasing a small update today to address issues with the previous update. The full list of changes is as follows: * Made the default Derma fonts work better for non English characters * Fixed voice_fadeouttime problem creating Lua errors when Quick fix is applied * Fixed Hammer Sprinkle Tool models becoming errors after loading a .vmf with sprinkled models * Fixed floating .gma addons in addons/whatever/ not loading properly * Fixed gamemode list not refreshing in main menu on Workshop addon (un)mount * Fixed addon sub category page count not updating when switching tags Servers only need updating if they are affected by the floating .gma addon issue.
Artwork showcased: "Donut Thief"
Update Highlights
Server browser improvements
This update brings major improvements to the server browser. The purpose of these changes is to help players find the content they are looking for more easily.
First of all, gamemode categories were added to the server browser. This requires all server owners and gamemode developers to update their gamemodes and set an appropriate category. It may take a while for most gamemodes/servers to conform, but the goal of this change is to allow players filter gamemodes by these new categories and find what their are looking for easier. if you are a server host or a gamemode developer, you can find more info about this topic here: https://wiki.facepunch.com/gmod/Gamemode_Creation#category Secondly, the server browser now shows the location/spoken language of the server via a country flag icon. This setting is per server and is designed to help players more easily find servers from a preferred location and/or find servers with a common spoken language they can understand. If you are a server host you can find the details about country flags here: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server#locationflag And lastly the server browser got a few new filtering/sorting options, such as filtering servers by ping/player count and sorting the gamemode list by name or server count. These features may be changed in the future based on the long term feedback from players, developers or server hosts (such as which gamemode categories should be available in the server browser), so please do not hesitate to let us know what you think on our official Discord server (https://discord.com/invite/gmod), or in the Steam Discussions area of the Garry's Mod Game Hub
Problems menu
Another new feature is the Problems menu. Accessible from the main menu, it is designed to help players resolve common issues without needing to ask for help.
The first tab reports Lua errors that have occurred during a play session. They are categorized per addon, with options to disable or uninstall the problematic addon, or to open the addon on Steam Workshop if possible. Players can easily copy the Lua errors (or other problems) via the Copy button on the right, enabling them to quickly report errors generated by the addons to the addon authors. The second tab called "Problems" analyzes the game and reports common issues, such as screen resolution being set too low, certain settings being disabling which cause graphical issues and more. These problems have a "Quick Fix" button where possible to quickly resolve the issue. In the future this menu will be expanded to report more issues and provide other maintenance services.
Hammer Editor improvements
This update also brings many changes to the Hammer Editor shipped with Garry's Mod. Many crash issues were fixed, new Sprinkler tool was added and many quality of life changes were introduced. The user interface was updated and now more closely matches the UI of your Operating System. If you are a mapper you will most definitely want to read the complete list of changes linked below. (Change List 4)
Things to watch out for
There are some Lua API changes that will break existing scripts. These changes are unfortunately a necessary evil, and will not take long to fix. Specifically the behavior of Vehicle.SetVehicleParams has changed. You will find all of the details in the change list linked below, but the big issue that was fixed is with the vehicle speeds, where you no longer need to manually adjust between Hammer Units and Inches if modifying data from Vehicle.GetVehicleParams. You will find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/march-2021-update
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 31st of March at the usual 4PM GMT. The update will be optional for all server owners, but naturally it is highly recommended to update to receive all the latest features and improvements. You can preview the list of upcoming changes here: https://docs.google.com/document/d/e/2PACX-1vTzEJEpdEje8e-FgsbyWGydu_Ez7p82MwOUPmRlUAAJ-KpkNJhHctyadZosfUYjVTz26KGip7bI7M9T/pub
What to watch out for
The new update brings a few new features that server owners and addon developers will want to watch out for to stay on top of things. First of all, this update adds gamemode categories to the server browser. This requires all server owners and gamemode developers to update their gamemodes and set an appropriate category for it so players can filter gamemodes by these new categories and find your gamemode easier. You can find more info about this topic here: https://wiki.facepunch.com/gmod/Gamemode_Creation#category Secondly, the server browser now shows the location/spoken language of the server via a country flag icon. This setting is per server and is designed to help players more easily find servers from a preferred location and/or find servers with a common spoken language they can understand. You can find the details on how to do this properly here: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server#locationflag Lastly, there are some Lua API changes that will break existing scripts. These changes are unfortunately a necessary evil, and will not take long to fix. Specifically the behavior of Vehicle.SetVehicleParams has changed. You will find all of the details in the changelist, but the big issue that was fixed is with the vehicle speeds, where you no longer need to manually adjust between Hammer Units and Inches if modifying data from Vehicle.GetVehicleParams.
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, on our official Discord server or on our official bug tracking repository on GitHub: (be sure to search before posting) https://github.com/Facepunch/garrysmod-issues https://discord.com/invite/gmod
Pre-release Steam Branch
The Pre-Release and x86-64 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hey everyone, We are releasing a small update today to address issues with the previous update. The full list of changes is as follows: * Fixed Half-Life Source weapons that are spawned by maps being invisible * Fixed NPCs dying where they previous didn't * Fixed the default Crossbow weapon viewmodel deploying with the wrong skin * Fixed crashing issues due to BASS.DLL 3rd party library * Unmarked certain files in /cfg/ folder as "user configuration" to fix them not restoring during file verification process due to a Steam bug * Potentially fixes crash when joining serves with Workshop content on macOS Servers only need updating if they are affected by the NPC issue.
Artwork by Chem
Update Highlights
This update adds a new mountable game to Garry's Mod - "G String" We are aware that people are asking for more mountable games including certain specific games. We require explicit permission for the target game's developer/publisher to make their game available for mounting in Garry's Mod. The game also has to run on the Source Engine. If a game you wish to be included in the mountable games list is not currently in it, it means we don't have that permission, or it's not a Source Engine game.
This update also adds a separate volume slider for Sound Effects. The purpose of this is to address the "low voice chat volume" people have been reporting. What you want to do is set the "Game Volume" slider to maximum, as it affects all the sounds including voice chat. Then you want to set the new "Sound effect volume" and the "Music volume" sliders to the desired position.. (The music slider affects the music from Half-Life 2 campaigns) Doing this will make the voice chat as loud as the microphones of the speaking players are, i.e. the voice chat volume will no longer be reduced by the overall game volume.
The new addon size readout will help decide what to install and what to avoid and what to keep right while in-game. As usual this update also brings plethora of new features and fixes for players and modders alike. You can find the full change list below. https://gmod.facepunch.com/blog/january-2021-update
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 27th of January at the usual 4PM GMT. The update will be optional for all server owners, but naturally it is highly recommended to update to receive all the latest features and improvements. You can preview the list of upcoming changes here: https://docs.google.com/document/d/e/2PACX-1vTzEJEpdEje8e-FgsbyWGydu_Ez7p82MwOUPmRlUAAJ-KpkNJhHctyadZosfUYjVTz26KGip7bI7M9T/pub
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release and x64-86 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Hey everyone, We are releasing a small client update today to address recently found exploits and some other issues. The full changelist is as follows: * Fixed a clientside exploit with render targets (Thanks Badger and Ling) * Fixed a clientside exploit with the web browser integration (Thanks FiveSeven) * Fixed abnormal clientside voice delay on low tick servers * Entity.SetModelScale is now clamped on players (minimum value is now 0.001) to prevent crashing Servers only need updating if they are affected by the model scale crashing issue.
We have released an small hotfix update that addresses a few issues with the October 2020 update and other general fixes. All servers are recommended to update. The entire change log is as follows:
- Fixed performance issue with players (Released on Wednesday)
- Fixed env_sprite_clientside affecting sprite trails (like Trails tool) in multiplayer (Released on Wednesday)
- Fixed slider constrains sometimes resetting their direction
- Fixed clients being able to spam server console with certain console commands
- net.SendOmit with a NULL entity now acts like net.Broadcast, instead of silently failing
- Fixed tooltips not inheriting derma skin of the panel they are opened for
- Fixed Hoverball corrupting vector_origin global (Community Contribution)
Artwork "A Stroll Down Valve Ave." by Ivretor
This update brings a much requested Addon Presets feature into the game:
The updated "Addons" menu now contains a new section accessible from the bottom right corner which has new options for sorting and the new addon presets, which allow you to save groups of addons and enable or disable them quickly.
We also added "Followed" and "Favorite" sections to the "Addons" menu, which will list Workshop Items published by Steam users you follow and the Workshop Items that you have favorited.
The main menu got a few more tweaks besides that, such as the ability to hide the news list in the main menu:
(Please keep in mind that you will not be able to hide the news if there's a new blogpost that was published within the last 7 days.)
The Sandbox's Hoverball tool now has a new feature to Toggle the Hoverball as per community request:
Some other tools have also been slightly improved.
The Super Gravity Gun has been restored to its full glory:
(It can be turned on and off with physcannon_mega_enabled console variable, requiring sv_cheats)
In addition to these changes there has been a number new features for developers as always, which includes new Lua functions and fixes, improvements to Hammer and map compiling tools, as well as general stability and other improvements.
You will find the full change list for this update in our blog post:
https://gmod.facepunch.com/blog/october-2020-update
[quote]This update requires servers to update before you can join them.
This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again.
You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote]
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 14th of October at the usual 4PM GMT. The update will be mandatory for all server owners, so mark the date and time. Servers will need to be updated before people can join them again. You can preview the list of upcoming changes here: http://wiki.garrysmod.com/changelist/prerelease/ Please note this list is still work in progress and is subject to change. (Changes marked with (Networking Change) are not currently available for testing, but will be included into the test branches on Monday (12th of October), and will be included in the actual update)
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release and x64-86 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Artwork by Chem
Update Highlights
This update brings a whole host of spawnmenu and Sandbox tool related improvements. You can now right click on NPC icons and quickly spawn them with a specific weapon: (This will not affect normal left-click spawning)
Wheel tool got a bunch of fixes, for old and more recent problems, such as the wheel direction indicator sometimes appearing at a wrong angle/distorted and the Wheel tool preview floating above ground/walls unexpectedly. Thrusters got some fixes and a visual improvement to their effects, where they will now conform to the thruster model dynamically:
There are also a number of improvements to the built-in weapons and NPCs. Smaller issues were fixed with the RPG Launcher and S.L.A.M., and the Gravity Gun can now be upgraded into it's "super" state, (however Super Gravity Gun effects are not ready yet and will come in the next update) which enables players to play through the Citadel levels of the Half-Life 2 campaigns. It is, of course, also available outside of those levels using console commands. There were also fixes towards using weapons in vehicles. A bunch of NPC related fixes were also introduced, such as Combine Soldiers not using Scripted Weapons properly (SWEPs still need to be coded properly to be usable by NPCs), certain NPCs ignoring the "Disable Thinking" setting, and the longstanding issue of Rollermines and Floor Turrets becoming floating with the "Keep corpses" option being turned on. As usual there are also plenty of crashes fixed, as well as new features and fixes for the addon developers. You can find the full change list below. https://gmod.facepunch.com/blog/august-2020-update
Hello everyone, GmodStore are organizing a Gamemode Competition that will be livestreamed at 17:00 UTC on Sunday the 9th of August. It will feature 8 unique gamemodes created over the past 2 months, with a prize pool of more than $6000 up for grabs. The stream will be taking place here: https://gmodstore.com/redirects/ggc-live For more information and friendly chatter feel free to join the GmodStore discord: https://discord.gg/gmodstore NOTE: This event is organized by the community and is not associated with Facepunch in any way.
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 19th of August at the usual 4PM GMT. The update will be optional for server owners, however it is always a good idea to keep your server updated to receive all the latest fixes and features. You can preview the list of upcoming changes here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release and x64-86 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
We have released an small hotfix update that addresses a few issues with the June 2020 update. This is a server only update, so all servers are recommended to update. The entire change log is as follows:
- Fixed clients getting disconnected due to duplicate clc_ClientInfo packets
- Fixed "exit" and "quit" commands crashing dedicated servers on Linux
Artwork: "GM" by Noga, which was the winner of the background competition.
Update Highlights
This update fixes a few multiplayer related issues. Performance issues and crashes due to missing textures/materials were resolved, Networking related issues were resolved which should help addons work better when players (re)join busy servers. Certain sound related issues were also fixed, such as sounds not playing immediately after joining a server, underwater and Leech sounds playing when they are not supposed to, most notably when the player is dead. DSP effects (echo, etc) now also properly reset on map change, so playing on a map with echo should no longer carry the echo onto other maps. The update is optional for server owners, however it is always a good idea to keep your server updated to receive all the latest fixes and features. The winning backgrounds from the main menu background contest were added into the game with this update. You will find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/june-2020-update
Hello everyone,
The next Garry's Mod update is coming soon!
The current plan is to release the next Garry's Mod update on 24th of June at the usual 4PM GMT.
The update will be optional for server owners, however it is always a good idea to keep your server updated to receive all the latest fixes and features.
You can preview the list of upcoming changes here:
http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to test the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release and x64-86 Steam beta branches for Garry's Mod has been updated and contain all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Main menu background contest
The main menu background contest is now completed. Thanks to everyone who participated. We will be adding the top 50 into the next Garry's Mod update, doubling the current background count. You can preview all the winners on our official Discord server: https://discord.com/invite/gmod The artwork is "Gateway Station" by XenoNuke which came 3rd in the contest.
Hello everyone, First of all, we would like to thank everyone who participated in the Garry's Mod main menu background competition. Together all of you have submitted over 2000 backgrounds, which exceeded out wildest expectations. It is now time to pick the best backgrounds to be included into the game. We have looked through every single submission and picked over 150 finalists to be voted on by the community. Top voted entries will be included into the game in the next Garry's Mod update later this month. The voting takes place on our official Discord server: https://discord.gg/gmod You will find all the relevant information in the #competition-rules Discord channel.
Hey everyone, We are releasing a small patch today. The entire change log is as follows:
- Servers without a Game Server Login Token now get ranking penalty and do not count towards gamemode player counts
- Right or mouse wheel clicking a server will now copy its IP address and other info
- Fixed more issues with util.Base64Decode
- Fixed a script error with the constraint library when spawning duplications
- Improved error handling for built-in Duplicator when pasting constraints and they produce errors, so the duplication doesn't just stop and become un-undo-able
This news post is primarily addressed to server owners. Please start using Steam Game Server Login Tokens (GSLT). At the latest, on Friday all anonymous game servers (servers not using GSLTs) will receive a massive ranking penalty in the server browser meaning they will not appear at the top of the server list, ever. However they will still appear in the server browser and can be searched for with the search feature. This change is aimed to combat the rampant server faking issues that have recently spiked.
What do I need to do as a server owner?
You need to set up a GSLT token for your server. You can register GSLT tokens here: https://steamcommunity.com/dev/managegameservers (You must log into your Steam account before doing so) After you have your GSLT token, all you have to do is to add the following to your server start up procedure:
+sv_setsteamaccount
This has to be done on server startup!
Two servers cannot share the same GSLT, so you will need a token for each server if you run multiple.
Do not share your tokens with anyone!
Update: For more information please visit this article on our wiki:
https://wiki.facepunch.com/gmod/Steam_Game_Server_Accounts
What does this mean for me as a player?
As a player you do not need to do anything. You may notice for a short while after the update releases that certain servers may only be found if you search for them in the search box, meaning the server owner has not set a GSLT yet. This issue should be minimal if not non existent. Most major servers already use GSLTs so they will not be impacted.
We have released an small hotfix update that addresses a few issues from previous update. The entire change log is as follows:
- Fixed a crash issue with util.Base64Decode()
- Fixed a crash issue with ents.CreateClientProp()
- Fixed a longstanding crash issue with No-Collide constraint
- "poster" console command now tells you where it saved the poster
Hey everyone, We are launching a new Garry's Mod competition. The main menu backgrounds are seen every time the game starts up. As the game updates and evolves, so should the visuals users see. It's time to choose new backgrounds for the Main Menu that will be seen by all Garry's Mod players for years to come! The competition takes place on our official Discord server: https://discord.gg/gmod You will find all the relevant information in the #competition-rules Discord channel, including rules and the submission process.
Artwork by Piggo
Update Highlights
This update brings 2 new mountable games to Garry's Mod: The Stanley Parable and Fistful of Frags. You can now mount them into your game directly from the main menu, provided you own them on Steam and have them installed. This update also addresses a long standing issue of voice chat quality. With the changes in this update hopefully voice chat in Garry's Mod will sound much better than it used to. The new changes may cause the voice chat to be quieter than it used to be, but this is something that people will need to adjust in either the updated Voice options tab or in their PC microphone settings. It is necessary to be this way to improve audio quality. As usual this update also brings a whole host of new features and improvements for modders and players alike. The update is optional for server owners, however it is always a good idea to keep your server updated to receive all the latest fixes and features. You will find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/april-2020-update
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 29th of April at the usual 4PM GMT. The update will be optional for server owners, however it is always a good idea to keep your server updated to receive all the latest fixes and features. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
We have released an small hotfix update that addresses a few issues from previous update. The entire change log is as follows:
- Fixed Closed Captions appearing when holding Sandbox's Camera weapon
- Sandbox hints no longer display when holding Sandbox's Camera weapon
- Fixed issues with flex weights on clientside entities
- Fixed Lua errors appearing when placing new Headers into a spawnlist
- Fixed certain NPCs floating above ground in very specific circumstances
- Fixed a clientside exploit allowing servers to force reconnect to the server on disconnect
Artwork "Red Letter Day" by jq ue ar y
This update brings many new features for addon creators as well as adds general polish to other parts of the game, such as the Spawnmenu.
Resizing the spawnmenu now saves the changes after you exit the game, so you do not have to resize it every time you join a Sandbox server or start a singleplayer Sandbox game. There are also numerous improvements to spawnlist customization, including more intuitive drag'n'drop controls that mimic drag'n'drop controls of your Operating System and inability to delete NPCs, Weapons, Vehicles, Entities and Post Processing effects from their own tabs so players no longer have to rejoin server/restart their singleplayer game if they accidentally deleted something in their spawnmenu. There's also an option to revert any currently unsaved spawnlist changes.
A number of Steam Workshop related issues introduced with the previous update were also resolved.
You will find the full change list for this update in our blog post:
https://gmod.facepunch.com/blog/march-2020-update
The x64/chromium embedded framework (CEF) update will likely release sometime after this update, some unexpected issues were found and since fixed, as well as an upgrade to a newer CEF version (80) was performed which is why it was delayed.
[quote]This update requires servers to update before you can join them.
This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again.
You cannot downgrade to a previous version of the game. Please be patient and let server owners update their servers.[/quote]
Hello everyone, The next Garry's Mod update is coming soon! The current plan is to release the next Garry's Mod update on 17th of March around the usual 4PM GMT. The update will require server owners to update their servers before players will be able to join them. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server [quote]How to switch game branches:[olist]
Extra Notice
[quote]This update will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update. This means that for a certain amount of time after the update releases you may be unable to join servers and get a message saying "The server is running an older version of the game" instead. You will have to wait for servers to update before you can join them again. You CANNOT downgrade to a previous version of the game.[/quote]
Artwork by XenoNuke
Update Highlights
The biggest changes this update brings are to our Steam Workshop support. Here are the benefits of the new system:
- Addons will have a much higher size limit, up to 2GB
- New or updated addons on Steam Workshop will display their real, uncompressed size
- New or updated addons will take less space on your HDD/SSD
- There will be no negative impact on download/upload sizes
- Players will be able to update their uploaded Dupes, Saves and Demos from in-game
We have also added "Dupes" section to the main menu, allowing you to delete your local Dupes from in-game, without a need to open game's install folder.
Addon developers and server owners
If you are using 3rd party tools that do not use gmpublish.exe to upload content to Steam Workshop then addons published with those tools after the update may cease to work. This does not apply to already existing addons, however the benefits above only apply if you are using the new version of gmpublish.exe (v1.2) Existing addons can take advantage of the new system and its benefits by simply updating using the new gmpublish.exe (v1.2). Please note that this is a one way process and there's no going back to the old system once you convert your addon, meaning you won't be able to update it again with old versions of gmpublish.exe or 3rd party tools that do not use gmpublish.exe (which realistically shouldn't matter). If you are currently using steamworks.Download in conjunction with game.MountGMA, that will also cease to work for new Steam Workshop content. You will need to switch your code to use steamworks.DownloadUGC instead. Please note that it takes a WorkshopID directly, not a file ID like its predecessor. All of this is documented on the Official Wiki.
Other changes
In addition to the Steam Workshop support changes, this update includes the usual fixes and improvements across the game. We have updated the Player Model selector in Sandbox to include a search bar so it is easier to find specific models. We have also translated certain previously untranslated parts of the game, such as the Publish creation and the Player model selector menus, among other smaller changes. Source Engine menus and UI language is now tied to your language selected in Steam. This behavior can be overwritten with the -language launch parameter. You will find the full change list for this update in our blog post: https://gmod.facepunch.com/blog/january-2020-update The 64bit update is still scheduled to be released on 24th of January, this friday.
Hello everyone. The next Garry's Mod update is coming soon. Actually 2 of them. The first update is scheduled to release on 21st of January (around the usual 4PM GMT) and will bring changes to Steam Workshop support in Garry's Mod. More details are below. This update is recommended to be installed on all servers, but will not be enforced. You can find the list of changes that will be coming in the first update here: http://wiki.garrysmod.com/changelist/prerelease/ The second update is scheduled to release on 24th of January and will bring the long awaited 64bit builds and a new built-in browser engine - Chromium. This second update will not affect servers in any way, so it won't be necessary for server owners to perform any updates.
Upcoming Steam Workshop support changes
We are moving Garry's Mod to a new Steam API called ISteamUGC, which will bring a bunch of nice features for everyone. Here's what's changing:
- Addons will no longer have a size limit, meaning no more separate downloads for map content, etc
- New or updated addons on Steam Workshop will display their real, uncompressed size
- New or updated addons will take less space on your HDD/SSD
- There will be no negative impact on download sizes
- Players will be able to update their uploaded Dupes, Saves and Demos from in-game
For addon developers
If you are using 3rd party tools that do not use gmpublish.exe to upload content to Steam Workshop then addons published with those tools after the update may cease to work. This does not apply to already existing addons, however the benefits above only apply if you are using the new version of gmpublish.exe (v1.2) Existing addons can take advantage of the new system and its benefits by simply updating using the new gmpublish.exe (v1.2). Please note that this is a one way process and there's no going back to the old system once you convert your addon, meaning you won't be able to update it again with old versions of gmpublish.exe or 3rd party tools that do not use gmpublish.exe (which realistically shouldn't matter).
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Steam Beta branches for testing
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the first update. The x86-64 beta branch contains the upcoming 64bit builds and Chromium If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote]How to switch game branches:[olist]
Hey everyone! We have released an small patch that addresses a few small issues while we work on a bigger update that will bring many improvements to Workshop support all around the game. The entire change log for this patch is as follows: * Improved handling of Steam Workshop downloads when joining servers, fixing addons not updating properly among other improvements * Fixed recording Demos creating a black icon This update is for the game client only, servers do not need to be updated.
We have released an small hotfix update that addresses a few issues from previous update. The entire change log is as follows: * Fixed a crash issue in VertexLitGeneric shader with missing base texture * Performance improvements to clientside DTVar callbacks * Updated language files This update is for the game client only, servers do not need to be updated.
Artwork by Meatball CEO of S.O.U.P
Update Highlights
Among many smaller changes and improvements, this update brings back the HEV suit functionality from Half-Life 2, including limited flashlight, oxygen and sprint energy. By default the suit systems are disabled, and you can enable this when starting a new game on the panel above "Start Game" button, or while in-game in the Utilities tab in Sandbox's Spawnmenu. We have also added a feature called Dynamic Render To Texture shadow angles:
While this feature is primarily aimed at map makers, we have added a bunch of console variables for everyone to mess around with:
- r_shadow_allowdynamic 1 - Allows dynamic lights, such as the Light tool, to make use of this feature
- r_shadow_allowbelow 1 - Allows lights below an entity to also affect shadow angles
- r_shadowfromanyworldlight 1 - Makes ALL light sources affect shadow angles, as opposed to only map curated ones
- r_shadow_lightpos_lerptime 0.5 - How long it takes for the angles to change from one light source to another
- r_shadow_shortenfactor 2 - The higher the number, the more towards the ground the shadow will point
- r_shadowfromworldlights 0
Hello everyone, It's that time again, another update coming soon! The current plan is to release the next Garry's Mod update on 12th of November around the usual 4PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. [quote]Please note that this update will NOT backwards compatible with the current version of the game, so you may not be able to play on normal servers while on the "prerelease" branch. After the update releases you will have to wait for server owners to update their servers before you can play on them.[/quote] You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote]How to switch game branches:[olist]
Hey everyone, we have just dropped another small hotfix update that addresses a few more issues that came up after release of the September 2019 update. Complete list of changes is as follows:
- Fixed a memory leak with engine traces
- Hopefully fixed NW2vars being wonky on players after the September 2019 update
- Fixed a small exploit
Hey everyone, dropping this small hotfix update that addresses a few issues that came up after release of the September 2019 update. Complete list of changes is as follows:
- Fixed FPS issues after the update
- Fixed an issue with Global NWVars not syncing to client when set during server start up
- A few improvements and fixes to addon menu and custom .gma files
- Fixed host_timescale not resetting with sv_cheats 0 and causing all entities to appear laggy/stuttery
- Fixed NPC driven vehicles not driving at all, such as the Combine APCs on Half-Life 2 maps
Art by PotatoJoe
Update Highlights
This update brings a bunch of improvements to the built-in weapons as well as better support for NPCs being able to use modded weapons. This update is optional for server owners, but it is highly recommended to update to get all the new fixes and features. Since Half-Life 1 weapons got a lot of love in previous updates, it is only fair that Half-Life 2 weapons get the same treatment, and with this update we've resolved most if not all visual and audio problems with the built-in Half-Life 2 weapons. No more broken sounds and effects. We have also added better NPC support to scripted weapons, so addon makers can now control exactly how the NPCs can use their weapons. As an example, the built-in Flechette Gun now has full NPC support, meaning it can be picked up by Citizens/Rebels from the ground and used properly against their enemies. Your in-game content such as Dupes (built-in, not modded), Saves, Spawnlists, etc now also saves on the Steam Cloud automatically. This feature was enabled a few weeks ago, but we are mentioning it here so you are aware. There is a hard limit of 10000 files per account for this, so be careful if you have excessive amounts of saves and whatnot, if you reach the limit, your new content will not be saved on the Steam Cloud until you delete some old stuff first. There has also been some improvements to CS:GO/Left 4 Dead map support, fixing some flickering models around those maps and fixing unexpected water effects in certain places on some CS:GO maps. The Half-Life campaign support continues to improve, as level transitions now work properly in singleplayer, Jeeps get their Gauss Guns back in Half-Life 2 maps, the Half-Life 2 teleporter sequence now slows down the player properly, added a new feature to limit player's ammo (with the ability to match Half-Life defaults) and the suit chargers were changed back to restore 75 armor by default just like in Half-Life 2. You will find the complete list of changes for this update at the link below. View Update Post
Hi everyone, It's that time again, another update coming soon! The current plan is to release the next Garry's Mod update on 3rd of September around the usual 4PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote] How to switch game branches: [olist]
Art by Nicnac
Update Highlights
This update finally brings the Half-Life: Source weapons and entities, which were added a few updates ago, directly to your Spawnmenu.
(Note that this requires Half-Life: Source owned and installed on Steam, as well as mounted in Garry's Mod) This also means the weapons were given proper art pass treatment - third person animations, models and all effects included, which is why the weapons weren't available in the spawnmenu previously. In addition a lot of Half-Life and NPC related changes and fixes are introduced in this update for your enjoyment. NPCs can now use more built-in weapons (.357 Magnum and Glock) and use others (RPG Launcher) more effectively, some progression stopping bugs in Half-Life campaigns have been resolved. Counter-Strike: Global Offensive map support has been improved as well, static props now get their proper color and there is no longer any weird issues with Physics Gun and bullets hitting the air. The maps also are no longer extremely shiny. The update also brings some general fixes and improvements to the game, including security, stability and minor performance improvements. Notable among Lua API changes and improvements is the addition of util.GetModelMeshes. This new function will allow modders to modify existing models in ways not previously possible. This and all of other new Lua API additions and changes are documented on our our Official Wiki. View Post
Sale
Garry's Mod is currently on sale at 75% off! Visit the Garry's Mod store page
Notice
[quote]This update will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update. This means that for a certain time after the update you may get a message such as "The server is running an older version of the game" when connecting to your favourite servers. You will have to wait for servers to update before you can join them again. You CANNOT downgrade to a previous version of the game.[/quote]
Hi everyone, We are planning to release the next Garry's Mod update next week, on 2nd of July around 4PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. [quote]Please note that this update will NOT backwards compatible with the current version of the game, so you may not be able to play on normal servers while on the "prerelease" branch. After the update releases you will have to wait for server owners to update their servers before you can play on them.[/quote] You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote] How to switch game branches: [olist]
Notice
[quote]Unlike many previous updates, this one will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update. This means that for a certain time after the update you may get a message such as "The server is running an older version of the game" when connecting to your favourite servers. You will have to wait for servers to update before you can join them again. You CANNOT downgrade to a previous version of the game.[/quote]
Hi everyone, We are planning to release the next Garry's Mod update next week, on 30th of April around 4PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. [quote]Please note that this update will NOT backwards compatible with the current version of the game, so you may not be able to play on normal servers while on the "prerelease" branch. After the update releases you will have to wait for server owners to update their servers before you can play on them.[/quote] You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote] How to switch game branches: [olist]
Half-Life: Source entities and developer tool improvements
View Post
Notice
[quote]Unlike many previous updates, this one will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update. This means that for a certain time after the update you may get a message such as "The server is running an older version of the game" when connecting to your favourite servers. You will have to wait for servers to update before you can join them again. You CANNOT downgrade to a previous version of the game.[/quote]
Hi everyone, We are planning to release the next Garry's Mod update next week, on 19th of February around 4PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. [quote]Please note that this update will NOT backwards compatible with the current version of the game, so you may not be able to play on normal servers while on the "prerelease" branch. After the update releases you will have to wait for server owners to update their servers before you can play on them.[/quote] You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an Dedicated Server instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote] How to switch game branches: [olist]
Hello everyone, there was a quick update today to fix some recently discovered exploits in the game. It is vital server owners update their servers as soon as possible to receive the fixes. List of changes is as follows:
- Fixed an exploit relating to SQLite
- Fixed an exploit to do with gm_giveswep
The changes
Today's update brings a small amount of vital improvements to the stability and security of the game. This update is mandatory meaning servers will have to be updated before players can join them. The update fixes some Team Fortress 2 maps crashing when looking at certain spots, and those maps now also properly load detail props. A long standing crash with decals on very high quality models was fixed as well. This update also brings a new hashing algorithm for Lua files which will prevent people from running custom clientside code on servers when they are not supposed to be able to.
- Fixed a crash with decals on high poly models
- Fixed a crash with Projected Textures
- Fixed crash issues on some TF2 maps
- Fixed crash issue with physenv.AddSufraceData()
- Fixed not being able to start a new game with too many game.AddDecal() calls
- Fixed a crash issue with env_fog_controller
- Fixed crash exploits with parenting of unremovable entities to removable ones and deleting them this way
- Fixed certain players not being able to be muted on servers with large populations
- Changed Lua file hashing algorithm to improve security
Crash fixes and minor improvements across the board
View Post
Changes
- Added quick search to Material tool
- You can now ignite ragdolls
- Restored Half-Life 1 turret entities
- Added support for $treesway shader paramters, which is affected by env_wind entities on existing maps
- Downloading workshop items when joining servers now deletes the useless .compressed files that waste space
- npc_sniper no longer becomes pacifist after one player kill
- Fixed a crash issue with monster_flyer
- Fixed a crash issue with Half-Life: Source monster_*_dead NPCs
- Fixed model of monster_hevsuit_dead
- Fixed HL2 barney appearing on HL1 map c1a1
- Fixed HL1 and HL2 episodes not displaying their chapter titles and other on-screen text
- Fixed purple blood color on HL1 alien NPCs
- Fixed a crash on srcds when combine soldiers with smg1 die and there isn't a player in first server slot
- Fixed a rare crash with npc_combie_s trying to shoot a gun they don't have
- Fixed a potential AI pathfinding crash
- Reenabled monster_bigmomma hp recovery system
- Fixed npc_barnacle not picking up players from vehicles
- Fixed chatbox filters looking weird
- Fixed default join messages not working on dedicated servers
- Fixed some scenes not playing
- Smooth scrape sounds are no longer repalced by rough scrape sounds for glass and tile textures
- Fixed flashlight sound stopping weapon sounds
- Fixed some effects (mostly on NPCs) not working in multiplayer
- Fixed some HL1 NPCs not talking in multiplayer
- Addon entities ("anim" type SENTS) are now properly credited as inflictor and not the attacker when thrown into a player with a gravity gun
- Updated language files (Community Contribution)
- Updated TTT to its latest version
- Added proper distance and entity validity checks for all default properties to stop them from being exploited by clientside scripts
- Spawnmenu Icons no longer save images of missing models to disk
- Minor changes to NPC difficulty to match Half-Life games (Community Contribution)
- Added CTakeDamageInfo.__tostring
- Added CNavArea.GetPlace()
- Added CNavArea.SetPlace()
- Added PhysObj.GetPositionMatrix()
- Added Entity.GetWorldTransformMatrix()
- Added DMG_SNIPER and DMG_MISSILEDEFENSE
- Added util.GetSurfaceData()
- Added Half-Life: Source CLASS_ enums
- Added input.GetKeyCode(), works opposite of input.GetKeyName
- Added ProjectedTexture:SetQuadraticAttenuation()
- Added ProjectedTexture:SetLinearAttenuation()
- Added ProjectedTexture:SetConstantAttenuation()
- Added ProjectedTexture:GetQuadraticAttenuation()
- Added ProjectedTexture:GetLinearAttenuation()
- Added ProjectedTexture:GetConstantAttenuation()
- Added player.GetByAccountID( id ) ( Community Contribution )
- Added render.WorldMaterialOverride
- Added return value to DColumnSheet.AddSheet (Community Contribution)
- Added player_connect_client gameevent
- Fixed FL_ANIMDUCKING not resetting when entering a vehicle
- Fixed HTTP() cutting off post body at the NULL byte
- Fixed func_breakable_surf crashing when damaged by DMG_BLAST with no inflictor
- Fixed crash issues with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately functions
- Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto those entities
- CTakeDamageInfo.GetDamageType now properly returns an unsigned int
- JSON functions now can handle NULL bytes properly
- IGModAudioChannel.__gc no longer crashes the game in some cases
- Fixed an error with empty nextbox NPCs (Community Contribution)
- SWEP Holdtype is now updated clientside whenever server sends a holdtype update
- PlayerUse no longer blocks using when Lua doesn't return a value or returns a non boolean
- Fixed DMenu's non self deleting submenus not opening in some cases
- Player.Kick no longer fails with reasons too long ( now cuts them off at ~512 )
- util.SpriteTrail no longer crashes the game if you do not give the material ".vmt" extension
- util.SpriteTrail no longer silently fails halfway through when not given a color
- Dragginig/Resizing DFrame as a child element now works properly (Community Contribution)
- Consistent caching between Entity.GetEyeTraceNoCursor and Entity.GetEyeTrace (Community Contribution)
- Fixed a crash issue with Vehicle.GetVehicleViewPosition
- Fixed a few Vehicle functions returning garbage in certain cases ( GetVehicleViewPosition, GetPassengerSeatPoint, GetWheelContactPoint )
- Fixed RebuildSpawnIcon() not taking bodygroups into account
- Added voice_overdrive, volume and _restart on client to the blocked console command list
- prop_vehicle and prop_vehicle_driveable are now considered Vehicles by Lua
- Entity.GetSaveTable now works properly with most array fields, they will show up as 1-based table in Lua
- Entity.SetSaveValue can now handle array fields, just like GetSaveTable()
- Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
- CLuaEmitter.Add will now also initallize startSize
- util.GetSurfacePropName now returns "" for out of bounds input
- IGModAudioChannel:IsValid now properly reflects the validity of the sound channel instead of testing existence of the Lua objecct
- Most IGModAudioChannel functions now also check for channel validity
- DoModal no longer works without cursor visible for all panels, not just "Frame"
- Vector.WithinAABox now orders vectors on its own
- Entity.GetAttachments, Entity.GetBodyGroups and Entity.GetMaterials will now return an empty table where they used to return nil
- util.(De)Compress and util.Base64Encode error on no input and return an empty string when given an empty string
- Failed-to-send net messages now reset current net message
- Calling net.Start() while a net message is already active now displays a message
- You can no longer send net messages with no players on the server
- Entity.GetSaveTable and Entity.GetInternalVariable no longer iterate over Inputs and Outputs
- Entity.SetHitboxSet no longer assigns non existent hitbox sets when using a string as the first argument resulting in a console warning spam
- You can no longer remove player_manager entity
- Made DLabelURL's color functions work consistently to DLabel's
- Vehicle.GetVehicleViewPosition's only argument is now optional
- Entity.SetModelScale is now limited to +-400 on server (unchanged on client)
- Keys in mount.cfg are now marked as mounted ( for IsMounted() ), if they are in the list of mountable games
- Restored Gib Model functionality of func_breakable from HL1
- mountdepots.txt will now be automatically created if it doesn't exist so dedicated server owners can edit it
- Fixed nav file error 4 (out of date) being displayed when the nav file is in fact up to date
- Nav file errors now properly displays the actual error by name, not error ID
- Updated surfaceproperites.txt to remove some entries to fit the 128 entry limit
- Bumped maxiumum key length of key values in bsp to 64 (from 32)
Notice
[quote]Unlike many previous updates, this one will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update. This means that for a certain time after the update you may get a message such as "The server is running an older version of the game" when connecting to your favourite servers. You will have to wait for servers to update before you can join them again. You CANNOT downgrade to a previous version of the game.[/quote]
Hi everyone, We are planning to release the next Garry's Mod update next week, on October 17th around 3PM GMT. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. [quote]Please note that this update NOT backwards compatible with the current version of the game, so you won't be able to play on normal servers while on the "prerelease" branch. After the update releases you will have to wait for server owners to update their servers before you can play on them.[/quote] You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. If you want to set up an SRCDS instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote] How to switch game branches: [olist]
We're releasing a small hotfix to address a recently found exploit that allowed users to execute arbitrary Lua scripts on servers. If you run a server, you should update it. It's a very non-intrusive update, so there should be no risk of anything breaking, except - potentially - third-party binary modules.
Faceposer, 3rd person animations and HL campaign improvements
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Changes
- 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
- 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
- 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)
- 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
Hi everyone, We are planning to push out the next Garry's Mod update next week, on May 29th. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Help us test the update
We kindly ask anyone willing to help us test this update before it releases (especially modders and server owners), to minimize any potential problems with the update. You will find instructions on how to use the upcoming update below. You can report any found issues in the comments below, or on our official bug tracking repository on GitHub: ( be sure to search before posting ) https://github.com/Facepunch/garrysmod-issues
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. It is backwards compatible with the current version of the game, so if you are using it you'll still be able to connect to servers that haven't updated. If you want to set up an SRCDS instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server. [quote] How to switch game branches: [olist]
We've pushed a hotfix for an issue that is causing some clients and servers to have huge lag spikes when writing to SQLite databases. Just update your servers
Fixes Fixes Fixes Fixes Fixes
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Changes
- Updated BASS.DLL to 2.4.13.8-mp3free
- Potentially improved vrad.exe performance
- Better "Error loading gamemode:" errors that actually describe what's wrong
- Fixed support for Zombie Panic! Source mounting
- Fixed hammer_update_entity console command crashing the game
- Fixed a bunch of different exploits
- Added translations for env_fire and npc_fisherman when shown in the kill feed
- Updated TTT to the latest version
- Increased offset for rollermine to prevent it from spawning below ground
- Changed maximum value for Frame Blend's Shutter slider so it doesn't just black screen
- Changed the link on the version button in main menu to link to the new website
- Updated all built in weapons to work better with NPCs
- Properly turn off thirdperson on level shutdown
- Fixed certain tools erroring when their console variables are set to "nan"
- Applied a potential fix to stop tooltips from being displayed when they are not meant to be displayed
- Improved flashlight effect on custom entities
- Fixed Stunstuck sprites rendering in weird positions
- Clientside ragdolls of dead NPCs will now properly inherit material override
- Serverside ragdolls of dead NPCs will now properly inherit color and material override
- Added NPC.GetCurrentSchedule
- Added File.ReadUShort
- Added File.ReadULong
- Added File.WriteUShort
- Added File.WriteULong
- Added CreatePhysCollideBox
- Added PhysCollide:TraceBox
- Added PhysCollide:Destroy
- Added PhysCollide:IsValid
- Added mesh.UserData
- Added ENT:GetRenderMesh
- Added GM.PlayerDroppedWeapon( ply, wep )
- Added CNavArea.SetCostSoFar( num )
- Added type error to render.Capture
- NextBot functions now properly error if used on invalid entity
- IMesh:BuildFromTriangles can do userdata too
- Fixed errors when calling Setup() without second argument on DProperty_Float and DProperty_Int
- Fixed deriving from DDragBase requiring to define OnModified
- Fixed Panel.InvalidateChildren being always recursive
- Fixed Panel.NewAnimation ease values 0-1 being weird
- Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
- Fixed DBinder not working when its convar is set to NaN
- Fixed DBinder overriding SetSelected( bool )
- Fixed util.GetModelInfo crashing with empty string
- Fixed a crash issue with Weapon functions
- Fixed NeedsDepthPass not working for addons
- Fixed string.Comma with very large numbers
- NextBot.GetRangeSquaredTo now actually works the way it's intended to, by returning squared range
- Updated most render library functions to not lock up when a Lua type error occurs during function execution
- Prevent potential stack overflows in scripted_ents.Get
- Fixed the utf8 library failing with certain UTF8 strings
- Switched base_anim to CBaseAnimatingOverlay, allowing more functions to be used on "anim" entities
- DProperty_VectorColor now works with standard colors as well ( vector color support unchanged )
- Added better type checking and error output to NextBot.GetRange(Squared)To()
- render.Capture can no longer capture Steam Overlay
- cam.Start() will now error when given no arguments
- Removed NPC.RemoveMemory
Notice
Unlike many previous updates, this one will require servers to update before you can join them. We try to keep such updates to a minimum, but it was necessary for this update. This means that for a certain time after the update you may get a message such as "The server is running an older version of the game" when connecting to your favourite servers. You will have to wait for servers to update before you can join them again. You CANNOT downgrade to a previous version of the game.
Hi everyone, We are planning to put out the next Garry's Mod update next week. You can find the list of changes that will be coming here: http://wiki.garrysmod.com/changelist/prerelease/
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. Please note that this update NOT backwards compatible with the current version of the game, so you won't be able to play on normal servers. If you want to set up an SRCDS instance using the Pre-Release branch, see this article: https://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server.
Over the years, Trouble in Terrorist Town has been one of the most enduring Garry's Mod modes, if not to play then certainly to watch. We got in touch with TTT's creator Stefan (aka Bad King Urgrain) to talk about how it came together, how it sprung from another mod, why people are still playing his duplicitous deathmatch, and what Gabe Newell thinks about it.
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What if Gordon Freeman didn't exist? That's the premise behind Haven, a 40 minute experimental machinima that has just been released, filmed in Garry's Mod. I wasn't even 10 minutes into watching it when I started making notes to send to the creator, because I had so many questions about how something like this was possible.
Come and watch the whole thing, and read how film-maker Daniel Schetter crafted one of the most impressive pieces of machinima you'll ever see.
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Hotfix for a bug that players are using to crash servers with the Physgun.
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Changes
- Fixed an exploit that allows players to crash servers with the physgun
The story of MachineCult's dupes. From towering Combine mechs, to junk ships and more.
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This update fixes some common crashes, including a crash caused by particles from a recent Team Fortress 2 update.
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Changes
- Added input.SelectWeapon( entity )
- Fixed particle crashes on map load related to the recent Team Fortress 2 update
- Fixed a couple exploits, including one that can prevent your game from starting up
- Fixed a crash related to Awesomium ftp:// link redirects
- Fixed halo effect Physgun on bouncy balls being square instead of circular
- Reduced user's ability of being able to exploit the "Remove" property to delete everything on the map on servers with clientside Lua enabled
Update errors
If your anti virus detected any game files as a potential virus - It's a FALSE POSITIVE. This is a common problem with FREE anti virus software. Report it as such with your anti virus program. You can also add the game ( or those files ) into exceptions. To restore the wrongly deleted files, simply verify the game cache integrity through Steam.
Hello! We're back with a look at the work of Crazy Knife, another scenebuilder whose work completely blew us away.
His obsession lies in bringing the real world into Garry's Mod, turning real rocks into in-game backdrops, remaking real-world frescoes, or tweaking architecture into impossible shapes. He's worked on builds that could be a snapshot of a real world street, but has also crafted surreal structures, sci-fi brutalist landscapes, and more. We really enjoyed hearing about how he turned mashed potatoes and Renaissance symmetry into Garry's Mod art, and we hope you will as well. Read about him and his work here.
Not a patch! Sorry if you're looking for a bugfix. No, we're here to share the work of Vioxtar, a Garry's Mod player who uses the game to make extraordinary things. He's broke the game more times than you can imagine, lost sleep, and worked for months on a single scene trying to bring the sandbox to life.
We hope you enjoy his story.
We've just pushed another small update. This updated fixes some insecure code and a crash related to models. Read about it here. It can take up to 15 minutes for updates to appear in Steam. [quote] Fixed crash when rendering models with invalid flex rules Fixed remote-code-execution exploit discovered by One Up Security [/quote]
We've just released a very small hotfix for the game. You can read about it here. It might not appear in your Steam client for up to 15 minutes. [quote] FIXED - Linux clients no longer crash on startup when a joypad is connected to the computer UPDATED - gui.OpenURL now asks users for confirmation before opening a website [/quote]
Hey, we're pushing an update for Garry's Mod right now. You'll still be able to play on any servers that have not yet been updated. There's some more in-depth information on the update here. It might take up to 15 minutes for the update to pop up on Steam. [quote]
Game Changes
NEW - Preset support for Utilities menus NEW - 'Quick Preset' button - allows for easier access to the preset system NEW - Addons menu can now manage multiple addons at once (e.g. bulk unsubscribing) NEW - Demos, saves, and duplications menus now list items that the user is subscribed to NEW - Addons menu now has a search bar to quickly search through subscriptions NEW - The '-notty' startup parameter on Linux servers will send console output directly to stdout UPDATED - Weapons no longer turn upside-down when zooming in too far UPDATED - Improved support for CS:GO/Portal 2/TF2 maps UPDATED - Game returns to DirectX 9 mode if '-dxlevel' is not specified in the command-line UPDATED - Improved relationships between Half-Life and Half-Life 2 NPCs UPDATED - Improved behaviour of collisions between players and 'no collided' entities created by tools UPDATED - Added more information to crash dumps (.mdmp files) UPDATED - r_eyes_* console variables are no longer saved UPDATED - The emitter tool's explosion effect no longer creates sounds UPDATED - Bots can longer be created before the InitPostEntity hook has fired UPDATED - Improved how serverside ragdolls are handled on the client - hull traces can hit them now UPDATED - Updated the Half-Life Model Viewer to have newest features from Team Fortress 2 veresion FIXED - Odessa no longer has female voices FIXED - Fixed errors caused by the spawn menu's search feature not having access to certain directories FIXED - Fixed many crashes related to NPCs trying to use non-existent entities FIXED - Checkboxes and radio buttons in HTML panels are now displayed properly on Linux/macOS FIXED - Half-Life Ichthyosaur can now cause damage FIXED - Half-Life Tentacle NPC no longer continues playing sounds after being removed FIXED - Fixed massive FPS drops when missing sounds are playing on servers FIXED - Fixed crash that occurs when console variables created by Lua are removed too early on level change FIXED - Fixed late loading of memory allocator on Linux causing the game to crash for some people FIXED - Impulse 200 command no longer crashes when the player has no active weapon FIXED - Fixed prediction errors when firing weapon_357 FIXED - weapon_357 now has the 'revolver' holdtype
Lua API Changes
NEW - Entity:PhysicsInitStatic( ... ) NEW - Entity:RemoveCallback( ... ) NEW - Entity:GetCallbacks( ... ) NEW - CLuaEmitter:IsValid( ... ) UPDATED - Entity:PhysicsInit* methods now return either true or false based on success UPDATED - Entity:Remove() can no longer remove the world UPDATED - Weapon:IsScripted() will now return false instead of no value when ran on non-scripted weapons UPDATED - Player:Give( ... ) no longer fills a player's gun with ammo when asked to not give ammo to players UPDATED - Entity:GetBoneCount() and Entity:GetBoneParent( ... ) will now return -1 on failure UPDATED - Entity:TranslateBoneToPhysBone( ... ) will now return -1 on failure UPDATED - Entity:SetSaveValue( ... ) now returns false on failure UPDATED - Entity:DispatchTraceAttack( ... ) will now trigger an error when passed invalid parameters UPDATED - Entity:HasBoneManipulations() and Entity:HasFlexManipulatior() return false on failure UPDATED - Entity:GetBrushPlaneCount() will now return false on failure UPDATED - Entity:GetFlexScale( ... ) now always returns 1 on failure, rather than just sometimes FIXED - Entity:GetBrushPlaneCount() and Entity:GetBrushPlane( ... ) now work on brush entities FIXED - PathFollower:Compute() no longer leaks Lua references
Hammer Changes
UPDATED - Improved performance of 2D/3D views UPDATED - 2D views are now rendered during scroll operations, rather than after UPDATED - Increased max render distance from 10,000 to 32,000 UPDATED - Vertices no longer need to be in the exact same location to be merged FIXED - Blended textures are now rendered correctly - it should be identical to in-game FIXED - Model browser no longer freezes after being opened multiple times FIXED - Overlays no longer flicker when rendered in 3D shaded mode FIXED - Scrollbars on 2D views are now correctly sized when zoomed in
GitHub Pull Requests
UPDATED - Removed CAP_INNATE_RANGE_ATTACK1 from weapon_base UPDATED - Removed unused function parameters FIXED - Result of COLLISION_GROUP_DEBRIS trace in properties.Gethovered is no longer ignored FIXED - Fixed use of non-existent enum in DModelPanel FIXED - Fixed 'Cannot set property' JavaScript error in main-menu NEW - Trouble in Terrorist Town: Enabled scoreboard to be sorted by different criteria UPDATED - Trouble in Terrorist Town: Corpses get skin/bodygroups of dead players FIXED - Trouble in Terrorist Town: Fixed incorrect fall damage FIXED - Trouble in Terrorist Town: Fixed 2 DoS exploits [/quote]
Hey, we're planning to push the next Garry's Mod update next week on 2017-07-10. There's quite a lot of changes, so if you're running a server you'll probably want to at least try it out. The update may not look like much, but I'm hoping that these internal changes are going to help us bring some more interesting updates in the future.
Pre-release Steam Branch
The Pre-Release Steam branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. It is backwards compatible with the current version of the game, so if you are using it you'll still be able to connect to servers that haven't updated. There will be instructions at the bottom of this post on how to join the Pre-Release branch.
Changelog
[quote] Windows builds of the game now use the Visual Studio 2017 C++ Runtime. This should hopefully not affect anybody, but could perhaps break some third-party binary modules. Linux builds of the game now depend on GLIBCXX 3.4.19. You may run in to some issues if your server's C++ runtime is a decade out of date. Steam should handle this for you if you're just playing the game.
Game Changes
NEW - Preset support for Utilities menus NEW - 'Quick Preset' button - allows for easier access to the preset system UPDATED - Weapons no longer turn upside-down when zooming in too far UPDATED - Improved support for CS:GO/Portal 2/TF2 maps UPDATED - Game returns to DirectX 9 mode if '-dxlevel' is not specified in the command-line UPDATED - Improved relationships between Half-Life and Half-Life 2 NPCs UPDATED - Demos, saves, and duplications menus can now list items that the user is subscribed to UPDATED - Addons menu can now manage multiple addons at once (e.g. bulk unsubscribing) UPDATED - Improved behaviour of collisions between players and 'no collided' entities created by tools FIXED - Odessa no longer has female voices FIXED - Fixed errors caused by the spawn menu's search feature not having access to certain directories FIXED - Fixed many crashes related to NPCs trying to use non-existent entities FIXED - Checkboxes and ratio buttons in HTML panels are now displayed properly on Linux/macOS FIXED - Half-Life Icthyosaur can now cause damage FIXED - Half-Life Tentacle NPC no longer continues playing sounds after being removed
Lua API Changes
NEW - Entity:PhysicsInitStatic( ... ) NEW - Entity:RemoveCallback( ... ) NEW - Entity:GetCallbacks( ... ) NEW - CLuaEmitter::IsValid( ... ) UPDATED - Entity:PhysicsInit* methods now return either true or false based on success UPDATED - Entity:Remove() can no longer remove the world UPDATED - Weapon:IsScripted() will now return false instead of no value when ran on non-scripted weapons UPDATED - Player:Give( ... ) no longer fills a player's gun with ammo when asked to not give ammo to players UPDATED - Entity:GetBoneCount() and Entity:GetBoneParent( ... ) will now return -1 on failure UPDATED - Entity:TranslateBoneToPhysBone( ... ) will now return -1 on failure UPDATED - Entity:SetSaveValue( ... ) now returns false on failure UPDATED - Entity:DispatchTraceAttack( ... ) will now trigger an error when passed invalid parameters UPDATED - Entity:HasBoneManipulations() and Entity:HasFlexManipulatior() return false on failure UPDATED - Entity:GetBrushPlaneCount() will now return false on failure UPDATED - Entity:GetFlexScale( ... ) now always returns 1 on failure, rather than just sometimes FIXED - Entity:GetBrushPlaneCount() and Entity:GetBrushPlane( ... ) now work on brush entities FIXED - PathFollower:Compute() no longer leaks Lua references
Hammer Changes
UPDATED - Improved performance of 2D/3D views UPDATED - 2D views are now rendered during scroll operations, rather than after UPDATED - Increased max render distance from 10,000 to 32,000 UPDATED - Vertices no longer need to be in the exact same location to be merged FIXED - Blended textures are now rendered correctly - it should be identical to in-game FIXED - Model browser no longer freezes after being opened multiple times FIXED - Overlays no longer flicker when rendered in 3D shaded mode FIXED - Scrollbars on 2D views are now correctly sized when zoomed in
Other Stuff
NEW - The '-notty' startup parameter on Linux servers will send console output directly to stdout UPDATED - Added more information to crash dumps (.mdmp files) UPDATED - r_eyes_* console variables are no longer saved UPDATED - Explosion effect no longer creates sounds - this doesn't mean that explosions are silent UPDATED - Bots can no longer be created before the InitPostEntity hook has ran UPDATED - Improved how serverside ragdolls are handled on the client - hull traces can hit them now FIXED - Fixed crash that occurs when console variables created by Lua are removed too early on level change FIXED - Fixed late loading of memory allocator on Linux causing the game to crash for some people FIXED - Impulse 200 command no longer crashes when the player has no active weapon FIXED - Fixed prediction errors when firing weapon_357 FIXED - weapon_357 now has the 'revolver' holdtype [/quote]
How to Switch Between Branches
[quote] [olist]
An update has been released which fixes an issue that allows malicious clients to cause game-servers to crash. If you don't want this to happen to your server, you should update it. All dedicated servers should be updated through either your Game Server Provider's control panel or SteamCMD.
A new client update has been released! The entire change log is as follows:
- Fixed a crash related to certain models and model detail setting
- Fixed another crash related to decals
- Fixed a very common crash to do with .png material unloading
- Fixed a very old and common crash during loading screen when loading a map from an addon
- Set r_radiosity back to 3 by default because 4 breaks community maps too much
- Stopped reserved_spot from ever being created as it breaks ladders
A new update has been released! The most notable changes here are bug fixes and performance improvements related to shadows. Third-Party binary modules (or cheats) that use the internal ILuaInterface interface may no longer function after this update. Any binary modules using the official ILuaBase interface should not be affected. The update will be automatically downloaded when you restart your game. Servers do not need to be updated before you can play on them, but it is highly recommended to update your servers to receive the latest features and bug fixes. Thanks to everybody who helped with testing the update and reported bugs/problems. You can find full changelist here.
Hello everyone! The next update for Garry's Mod is coming soon. Currently, the update is planned for the 17th of April.
Pre-release Steam branch
The Pre-release Steam Beta branch for Garry's Mod has been updated and contains all the changes that will be included into the next update. You can see the full change list for the next update as well as how to join or leave the Pre-release branch here: http://wiki.garrysmod.com/changelist/prerelease/ The update is currently compatible with all servers, so you can help us test it, enjoy its many benefits like crash fixes and performance improvements at the same time!
Help us test it!
We ask you, players and modders alike, to help us test this update so that there will be as few problems as possible on release. We urge you to spend as much time as convenient for you in single player, testing your addons and whatnot or playing on multiplayers servers, and report any issues you find that did not happen before here: https://github.com/Facepunch/garrysmod-issues/ Or at least in the comments of this announcement. If you own a Garry's Mod server, we highly recommend you test your server on the Pre-release branch. Information about using experimental branches on dedicated servers can be found here: http://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server
An update has been released which fixes an issue that allows malicious clients to cause game-servers to crash. If you don't want this to happen to your server, you should update it. All dedicated servers should be updated through either your Game Server Provider's control panel or SteamCMD.
Hey everyone, the update is going live right now. This time around we’ve mostly got bug fixes, but also some changes to the server browser. The update will be automatically downloaded through Steam when you restart your game. All servers will need to be updated before you can play on them. Check out the full changelog here.
It can take up to 15 minutes for the update to actually get picked up by Steam, so if your game hasn't updated yet, give it a while. Please do not panic if when you join a server you get "Server is running an older version of the game" - this just means that the server has not yet been updated.
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Hello everyone! The next update for Garry's Mod is coming soon. Currently, the update is planned for the 19th of December.
Pre-release Steam branch
The Pre-release Steam Beta branch for Garry's Mod has been updated and contains all the changes that will be included into the next update. You can see the full change list for the next update as well as how to join or leave the Pre-release branch here: http://wiki.garrysmod.com/changelist/prerelease/ This update will be mandatory. (i.e. Servers will have to update)
Help us test it!
We ask you, players and modders alike, to help us test this update so that there will be as few problems as possible on release. We urge you to spend as much time as convenient for you in single player, testing your addons and whatnot, and report any issues you find that did not happen before here: https://github.com/Facepunch/garrysmod-issues/ Or at least in the comments of this announcement. If you own a Garry's Mod server, we highly recommend you test your server on the Pre-release branch. Information about using experimental branches on dedicated servers can be found here: http://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server
A new update has been released! This update is optional, however I'd recommended that you update any servers you are running. Clients will automatically update via Steam when the game is restarted. The update just fixes a few bugs and isn't all that exciting. You can view the changelog @ http://www.garrysmod.com/2016/10/28/october-2016-update-2/
A new update has been released! This update brings the following to Garry's Mod:
- Peer-To-Peer friends only mode - Enable this to only allow friends to join your games
- Substantial updates & optimization to Sandbox and User Interface
- NPC networking optimizations
- Numerous crash & security fixes
- New main menu backgrounds created by the community
- Numerous Physics gun improvements
Please do not panic if when you join a server you get "Server is running an older version of the game" - let the server(s) update to the latest version of the game first. Just wait a few hours at most. It can take up to 15 minutes for the update to propagate through Steam.
Hello everyone! The next update for Garry's Mod is coming soon. Currently, the update is planned for the 10th of October.
Pre-release Steam branch
The Pre-release Steam Beta branch for Garry's Mod has been updated and contains all the changes that will be included into the next update. You can see the full change list for the next update as well as how to join or leave the Pre-release branch here: http://wiki.garrysmod.com/changelist/prerelease/ This update will be mandatory. (i.e. Servers will have to update) This next update will bring the following to Garry's Mod: * Peer-To-Peer friends only mode - Enable this to only allow friends to join your games * Substantial updates & optimization to Sandbox Spawnmenu and other UI * Many updates, fixes and new features to all base Sandbox tools * NPC networking optimizations * New and improved features for modders * Numerous crash & security fixes * New main menu backgrounds created by the community * Numerous Physgun improvements
Help us test it!
We ask you, players and modders alike, to help us test this update so that there will be as few problems as possible on release. We urge you to spend as much time as convenient for you in single player, testing your addons and whatnot, and report any issues you find that did not happen before here: https://github.com/Facepunch/garrysmod-issues/ Or at least in the comments of this announcement. If you own a Garry's Mod server, we highly recommend you test your server on the Pre-release branch. Information about using experimental branches on dedicated servers can be found here: http://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server
A new update has been released! This update is optional, however it is strongly recommended that server owners install it. Clients will automatically update via Steam when the game is restarted.
Peer-To-Peer Listen Servers
Servers that are created via the main-menu's "Start New Game" button can now be connected to via Steam's P2P networking. This means that - on most networks - friends are able to connect to each other's games without any special network configuration being required (e.g. port forwarding). To use it, all you have to do is use your friends list to join/invite a friend!
Queued (Multi-Core) Rendering
This isn't finished yet, but queued rendering should be pretty robust now. Any changes in performance are entirely dependent on your hardware and the scene being rendered. You can enable it by running a few commands when you launch the game (press Shift+Escape to open the console):
gmod_mcore_test 1
mat_queue_mode -1
cl_threaded_bone_setup 1
Other Changes
- Added mat_requires_rt_alloc_first ConVar from upstream.
- Lua console commands are now removed when disconnecting from a server/changing level.
- Replicated Lua ConVars are now properly synched with the server.
- Scripted weapons now function correctly when switching to a weapon with no ammo.
- Clients will no longer be disconnected with the reason "CL_CopyExistingEntity: missing client entity".
- Crouch-jumping will no longer cause the screen to flicker after a certain amount of server up-time.
- Fixed rare crash that occurs when increasing the outgoing network buffer size for game-state snapshots.
- Ropes no longer cause the game to not properly close on exit.
- Fixed issue that could cause the "GetLuaTable != TABLE" crash to occur on level change.
- file.Find() now sorts its results properly. The default behavior is unchanged.
- HTTP() no longer leaks request references and won't crash if the Lua state is destroyed during a request.
- Some security fixes.
The next update for Garry's Mod will be coming next month.
Pre-release Steam branch
The pre-release Steam Beta branch for Garry's Mod has been updated and contains all the changes that will be included into the next update. You can see the full change list for the next update as well as how to join or leave the pre-release branch here: http://wiki.garrysmod.com/changelist/prerelease/ The next update, while not having a usual massive amount of changes, comes with two very big features:
- Steam Peer-To-Peer - Allows people to play with each other without having to mess around with your router, modem or firewalls, similarly to how CS:GO does it. This is best suited to play with a few of your friends and is not meant for hosting public servers. Simply start a mutliplayer game from your main menu and invite your friends through the Steam Friend's List.
- Queued(Multicore) Rendering - This will boost your in-game performance in most cases up to double the frame rate. Currently the option is hidden and you will have to enable it manually every time in order to use it, this is in case there are still problems with it. Instructions on how to enable it are below
gmod_mcore_test 1
mat_queue_mode -1
cl_threaded_bone_setup 1
The pre-release beta branch is compatible with all servers in the game, so you will be able to play on servers and test the game at the same time!
Help us test it!
We ask you, players and modders alike, to help us test this update so that there will be as few problems as possible.
We urge you to spend around 15 minutes in single player, testing your addons and whatnot, and report any issues you find that did not happen before here: https://github.com/Facepunch/garrysmod-issues/ Or at least in the comments of this announcement. If you own a Garry's Mod server, we highly recommend you test your server on the pre-release branch. Information about using experimental branches on dedicated servers can be found here: http://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server
An update has been released! This update focuses on fixing bugs and improving performance as well as adding some new features for modders. As usual, servers will need to be updated. The update will be automatically downloaded when you restart your game. Thanks to everybody who helped with testing the update and reported bugs/problems. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most.
Today's Deal: Save 75% on Garry's Mod!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
The next update for Garry's Mod will be coming later this month. We ask you, players and modders alike, to help us test this update so it won't be as problematic as the first March update. We have added a new pre-release branch that contains all the changes that will be included into the next update. You can see the full changelist for the next update as well as how to join or leave the pre-release branch here: http://wiki.garrysmod.com/changelist/prerelease/ We urge you to spend around 15 minutes in single player, testing your addons and whatnot, and report any issues you find that did not happen before here: https://github.com/Facepunch/garrysmod-issues/ Or at least in the comments of this announcement. If you own a Garry's Mod server, we highly recommend you test your server on the pre-release branch. Information about using experimental branches on dedicated servers can be found here: http://wiki.garrysmod.com/page/Hosting_A_Dedicated_Server The Dev branch is not going anywhere and contains latest changes that may not be included in the April update, but will be included in future updates.
A new update has been released! This update is a small part of the previous update and focuses on fixing crashes and exploits. We apologize, once again, for the problems caused by previous update and will work towards fixing those problems as well as doing our best to prevent such things from happening in the future. This update is optional, however it is strongly recommended for server owners to install it. Clients will automatically update when you restart your game. You can find the full changelist here.
This update went pretty terribly and has been reverted. A much smaller update will be released shortly to account for crash/exploit fixes. If you are a server host and your server is claiming to be on a new version of the game, update it again [strike]A new update has been released! This update focuses on fixing bugs and gives text rendering a little love. As usual, servers will need to be updated. Clients will automatically update when you restart your game. You can find the full changelist here. Don't panic if when you join a game you get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most.[/strike]
A minor update has been released! This update fixes a few issues introduced by the update earlier toady. Sorry for the delay. If your servers are encountering any issues, make sure you have updated them. You can find the full changelist here.
An update has been released! This update fixes a few long-standing bugs and adds new functionality for developers. As usual, servers will need to be updated. The update will be automatically downloaded when you restart your game. If you are having issues related to models/materials/sounds, make sure that you do not have any illegitimate content packs installed for games you do not own, such as Counter-Strike: Source. Thanks to everybody who helped with testing the update and reported bugs/problems. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most.
A minor update has been released! This update fixes a few regressions introduced by the February 2016 update and some other issues. If you are encountering issues, make sure that you have updated your servers. You can find the full changelist here.
An update has been released! This update fixes a few regressions introduced by previous update and adds some new functionality for developers. And thanks to everyone who helped testing the update and reported bugs/problems. As usual, servers will need to be restarted. The update will be automatically downloaded when you restart your game. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most.
An update has been released! This update fixes a few exploits, regressions introduced by previous update and some specific performance issues. And thanks to everyone who helped testing the update and reported bugs/problems. As usual, servers will need to be restarted. The update will be automatically downloaded when you restart your game. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most.
An update has been released! As usual, servers will need to be restarted. The update will be automatically downloaded when you restart your game. This update includes a lot of exploit, crash and Half-Life 2 campaign fixes, as well as other minor bug fixes and Lua API improvements. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most. Also a friendly reminder, please DO NOT SPAM in comments. Update: Any "viruses" that you may get from the update are false positives and will be resolved by your anti virus developers in due time.
Hello everyone, The next update for Garry's Mod is coming soon. You can find a full list of changes at this page: http://wiki.garrysmod.com/changelist/ If you wish to help us make the update as smooth as possible, please help us test it. You can learn how to test it here: http://wiki.garrysmod.com/page/Dev_Branch You can report any regressions, bugs that did not exist before, here: https://github.com/Facepunch/garrysmod-issues or here: https://facepunch.com/showthread.php?t=1485127 Please note that you will not be able to join your usual servers while testing the next update.
An update has been released! As usual, servers will need to be restarted. The update will be automatically downloaded when you restart your game. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most. Also a friendly reminder, please DO NOT SPAM in comments.
An update has been released! As usual, servers will need to be restarted. The update will be automatically downloaded when you restart your game. This update features support for latest Team Fortress 2 maps and multiple exploit fixes. You can find full changelist here. Don't panic if when you join you will get "Server is running an older version of the game" - let the server update to the latest version of the game first. Just wait a few hours at most. Also a friendly reminder, please DO NOT SPAM in comments with things like ASCII art unless you want to get banned.
An update has been released! As usual, servers will need to be restarted. This update mostly features a bunch of important fixes for various bugs and crashes. You can find full changelist here.
Garry's Mod
Facepunch Studios
Valve
2006-11-29
Simulation Singleplayer Multiplayer Coop
Game News Posts 122
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive
(948388 reviews)
https://gmod.facepunch.com
https://store.steampowered.com/app/4000 
The Game includes VR Support
GMOD Linux [304.84 M]
You spawn objects and weld them together to create your own contraptions - whether that's a car, a rocket, a catapult or something that doesn't have a name yet - that's up to you. You can do it offline, or join the thousands of players who play online each day.
If you're not too great at construction - don't worry! You can place a variety of characters in silly positions. But if you want to do more, we have the means.
Beyond the Sandbox
The Garry's Mod community is a tremendous source of content and has added hundreds of unique modes to the game. In Trouble In Terrorist Town, you can be a detective solving an online murder as criminals attempt to cover up their homicides. Be a ball, a plant, a chair, or anything else in Prop Hunt's elaborate, shape-shifting game of Hide & Seek. Elevator: Source is gaming's first elevator thrill ride, delivering players to airlocks and kitten dance parties.
We have one of the most vibrant Steam Community Workshops, with over 300'000 models, maps, and contraptions to download. It has everything from new tools to improve your builds, to guns that fire rainbow-tinged nuclear blasts from space. Take as much or as little as you need: it’s all free.
Please note: Some multiplayer servers and game-modes might require you to own other games - such as Counter-Strike: Source and Team Fortress 2.
- OS: Ubuntu 12.04
- Processor: 2 GHz Processor or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1GB dedicated VRAM or betterNetwork: Broadband Internet connection
- Storage: 5 GB available spaceAdditional Notes: Mouse. Keyboard. Monitor
- OS: Latest Ubuntu
- Processor: 2.5 GHz Processor or betterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 4GB dedicated VRAM or betterNetwork: Broadband Internet connection
- Storage: 25 GB available space
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