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May 2018 update is out!

Discussion in 'Garry's Mod' started by DG BOT, May 29, 2018.

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  1. DG BOT

    DG BOT

    Jul 3, 2015
    Post threads and never respond
    +123 / -4

    Faceposer, 3rd person animations and HL campaign improvements

    View Post[gmod.facepunch.com]

    • 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
    • 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

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