July 2017 Update
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
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
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
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]
[ 2017-07-10 11:18:25 CET ] [ Original post ]
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]
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]
Garry's Mod is a physics sandbox. There aren't any predefined aims or goals. We give you the tools and leave you to play.
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.
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.
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.
MINIMAL SETUP
- 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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