Version 10.14.20:
Added:
  • 'Addon Presets' feature
  • 'Toggle' keybind for Hoverball tool
  • 'Playback rate' slider for Spawn Icon editor
  • 'Followed' and 'Favorite' sections to Addons menu
  • 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)
  • Sound.EmitHint( SOUND_ enum, position, volume, duration, owner = NULL )
  • SOUND_ enums
  • '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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Physics Games/sandbox Mac OSCatalina
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
  • Localized Workshop subscription Download/Extraction window
  • 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)