Ability to hide news in main menu (News posts younger than 7 days are still force shown)
Support for the new Left 4 Dead 2 DLC
4 map icons from the Team Fortress 2 Halloween 2020 update
'enable realistic fall damage' option to 'start new game' for Sandbox
Default keybinds to Lamp and Light tools
Point_viewcontrol features from CSGO: SetTarget/SetTargetAttachment/ReturnToEyes/TeleportToView/SetTrackSpeed/SetPath inputs, 'fov' 'trackspeed 'fov_rate' keyvalues, Set FOV spawnflag
Env_sprite_clientside
Env_projectedtexture: added 'style' and 'pattern' keyvalues/inputs, SetNear/FarZ inputs and more
Simple multiplayer support for color_correction_volume
Info_particle_target as alias of info_target
Prop_dynamic_glow as alias of prop_dynamic
Server related steam error code translations
New argument to Entity.EmitSound - flags, and fixed type checking for the other optional arguments, including pitch and volume arguments not working if soundlevel argument is not given
5th optional argument for surface.DrawOutlinedRect - thickness
ENT/SWEP.IconOverride (Also works for NPCs/Vehicles)
'NiceName' read only field to Undo structure, contains the text shown in player's undo list UI (Community Contribution)
Basic soundscript support for EmitSound global
'size' and 'updated' (date) keys to engine.GetAddons()
New optional argument to Entity.DrawModel() - flags (STUDIO_)
DSP argument to entity.EmitSound and EmitSound global
3 new types for steamworks.GetList() - 'followed', 'friend_favs', 'favorite'
CTakeDamageInfo.SetBaseDamage
PlayerHandleAnimEvent and PlayerFireAnimationEvent hooks
Maps/*.lmp to Workshop whitelist
List.GetTable() (Community Contribution)
Player.SetMaxArmor
Player.GetMaxArmor
Render.GetHDREnabled()
Player.SetViewPunchVelocity
Player.GetViewPunchVelocity
Player_manager.GetPlayerClasses() and PLAYER:ClassChanged() (Community Contribution)
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Fixed:
Right clicking or middle mouse clicking on text entries in spawnmenu forcing the spawnmenu to stay hanging unable to be closed with Q
Not being able to +use pickup hl2 grenades
Not being able to +use pickup weapons (as in, physics pickup)
Half-Life 2 credits not working
Not being able to send large dupes (arm them) to server while being able to download large dupes from server. Dupe anti spam is now per-player on server and also exists on client.
Gravity Gun leaving held prop stuck mid air on client when the Gravity Gun is switched away too quickly
Gravity Gun launch/punt effects coming from the wrong place in 3rd person for local player
'Cleanup Scripted Weapons' button only cleaning up Scripted Entities and not Weapons (now does both), missing translation for '#Cleaned_Sents'
Lamp/Light tool effects not rendering
Thruster not working at all if it was turned on while frozen by the Physics Gun
Being able to 'store an attack' using the Fists SWEP by switching away after pressing LMB and before the attack is performed
Entering a vehicle while crouched saving and restoring the crouched view offset when exiting the vehicle even though the player is forced to un-crouch
A crash related to shadow rendering
DNumberScratch's value going out of bounds of the blue background with huge values
GMOD_SendToClient having inflated buffer sizes
Hammer not loading vgui language files
Certain labels/buttons in Hammer model picker being cut off
HLMV not being able to open VPK folders (and potentially other places not detecting VPK folders)
'snap to grid' display in Hammer not updating when it should
'Browse' for func_instance in Hammer not filling the field properly when map .vmf is not located in the GarrysMod/garrysmod/maps folder
(env_)explosions not respecting the NODLIGHTS flag
A crash to do with built-in weapons
Hover state of DSlider's draggable 'knob'
MP3/OGG sounds being cached even when they don't exist/failed to load
Lua errors when thrusters are trying to use NULL particle emitters
Icon Editor erroring when editing a spawnicon which was removed (spawnmenu_reload)
A crash with npc_alyx shooting on a server with no players
An infinite loop with CAI_TrackPather on ep2_outland_11a (and possibly other maps/places)
Physics Games/sandbox Mac Os X
Other:
Sandbox Physics Game
You can now undo Weapons spawned through Spawnmenu with middle mouse click or the Creator tool (Community Contribution)
Hoverball now shows its 'Strength' value in the tooltip
Dynamite now shows its 'Delay' value in the tooltip
Subscribing to addons with addon dependencies from in-game now displays a nice message telling you which addons you should also install with quick buttons to do so
Banned/invalid addons now appear in the addon list to give users a chance to uninstall them and to tell them why they are not loaded
Weapons no longer disappear when you pick up 0 ammo from them with gmod_ammo 0
Don't count 'no workshop id' as a workshop id for server browser gamemode list, potentially hiding the install gamemode button
Physcannon_mega_enabled now works as expected
Resizing spawnmenu Dupes/Saves tabs now properly updates the icons to fit within the new size
Players are no longer in the sit animation in 3rd person when exiting vehicles
Properly align checkbox labels in New Game settings
Partially resolve explosive barrels exploding when catching them and lightly touching ground after throwing
Implemented full effects for the Super Gravity Gun
It should no longer be possible for the Gravity Gun effects to break when overwriting Garry's Mod files
Gravity gun effects now look closer to how they look in Half-Life 2
Reduced the minimum value for Light tool brightness to -10 from 0, which makes the light dimmer (-6 in UI)
Improvements to prevent spawning props partially inside walls/ground
Translated 'Unfrozen X objects' and 'Undone X' (experimental) hints
Given Hoverball tool more sensible defaults
Revised Hoverball visuals and placement angles
Improved UGC (addons/dupes/etc) pagination: page number for easy sharing, now works better on extremely small screens and can go beyond page 32
Reduced minimum amount of UGC icons to 1 so the UGC menus are at least functional on tiny screens
Light tool rope attaches closer to the top of the model like expected
Do not display 'ServerContent' addons in Latest/Popular/Trending categories in-game
Updated Light tool model - color tool applies color only to parts that are meant to be colored similarly to Lamp tool models
Finger poser improvements: New background image, scales better with custom tool panel width, holding SHIFT should now make it easier to position fingers
Changing spawnicon skin/bodygroups in the spawnmenu triggers 'Save Changes' button to show
Experimental spawnicon loading 'queue' - prevent complete freezes when opening spawnlists, load spawnicons until we reach 30 FPS or 1 per frame
Updated Portuguese translation for TTT (Community Contribution)
Hammer: Allow right click on 3D view to activate FPS camera controls, on tools where right click in 3D view is not used
Preventative fix for large Lua files causing clients to get stuck on loading or completely breaking a server with autorefresh
Do not rebuild Derma skin on ALL panels when some single panel gets its skin set
Dtooltip inherits derma skin from the panel it is opened for
VRAD no longer crashes with invalid model versions on static props (i.e. Portal 2/CSGO models)
VRAD no longer bails compiling vertex lighting for static props with invalid model versions
VRAD now uses DX90 (used DX8 versions before) vertex format for vertex lighting of static props
Env_projectedtexture shadows can now be turned on while the projected texture is on (previously required the projected texture to be turned off)
Overflowing serverside sound precache no longer boots you to main menu/crashes the server
Force disconnecting players to leave their current vehicle properly
Hammer and entity templates can now properly handle post Left 4 Dead 1 map entity Input/Output (ESC delimiter instead of a comma)
Changed bodygroups to use unsigned integers over signed integers to prevent crashing and increase the bodygroup combination limit somewhat
Npc_combinegunship's ground attack spawnflag and inputs work now
Trigger_teleport ejects player from a vehicle when teleporting with the 'Only Players In Vehicles' spawnflag
Hammer: .fgd flag/array values inheritance, so spawnflags on trigger_teleport are no longer missing (possibly fixes other entities too)
Replaced a bunch of Color( 255, 255, 255 ) cases with color_white, etc
Hammer: Made the 'Default to 15 degree rotations' setting invert what SHIFT does during rotation, not outright enable/disable it
Restored invalid model file header checks for VRAD
More descriptive error messages when Msg* functions fail to call tostring()
Avoid kicking players for 'Connection rejected by game'
Crash with a nicer message on maps that have (purposefully) corrupted first lump
Better Orbit camera for DAdjustableModelPanel
Minor improvements to PrintTable() (Community Contribution)
Switched steamworks.GetList to ISteamUGC
Better error handling for compressed map lump loading
The game no longer loads 'Do not mount' state for unsubscribed addons
Combined the two loops in weapons.Register into one
Print a console message when game is started with -noaddons
Increased precision of rotation for all entities to fix prediction errors (lagginess) when walking on frozen props at not straight angles
Doubled maximum ammo types
Removed usage of SendLua in the undo library
Removed some unused variables from Sandbox entities
Removed internal STUDIO_TWOPASS hack for Lua entities to hopefully fix the render order issues for good
Rollback render.ClearDepth change for DModelPanel as it causes issues for addons
PrePlayerDraw/PostPlayerDraw now have 2nd argument - flags (STUDIO_)
DrawWorldModelTranslucent/DrawWorldModel now have 2nd argument - flags (STUDIO_)
RenderOverride now also has 2nd argument - flags (STUDIO_)
New optional argument for surface.DrawText - bool - force additive/not additive, defaults to font default
Better click 'animation' for DImageButton depression, added DImageButton:SetDepressImage() (Community Contribution)
TOOL.ServerConVar actually creates the convars
Draw.RoundedBox(Ex) with border value larger than the box height causing the box to render larger than intended
HTTP global always returns a boolean, not only on success
Nextbots not respecting EF_NOSHADOW
An issue with SWEP:OwnerChanged clientside not being called when initially dropping a weapon
Entity.GibBreakServer is no longer affected by breakable_multiplayer convar (Aka it works now)
Util.GetModelMeshes returning data for the error.mdl for models that don't actually exist
Entity.GetModel() clientside should now return more correct result
Language.GetPhrase now translates strings starting with #
Player.PrintMessage serverside now translates messages like expected
DTree_Node.ExpandRecurse producing Lua errors
CSoundPatch:SetDSP now works while the sound is playing
Addon spawnlists not supporting subcategories
DNumberScratch (and DNumSlider) constantly firing it's OnValueChanged callback when the value didn't actually change
Collision/movement issues with Player.SetModelScale
Made NPC.NavSetGoal()'s 3rd argument to default to 100 to prevent old addons from erroring
Use a faster method of ignoring newlines in Base64decode
Allowed various Draw* global functions related to Post Processing to work directly with RenderTargets (Community Contribution)