October 2018 Update is reside!

[gmod.facepunch.com]

Crash fixes and minor enhancements throughout the board

View Post[gmod.facepunch.com]

Changes

  • Added fast search to Material device
  • You can now ignite ragdolls
  • Restored Half-Life 1 turret entities
  • Added assist for $treesway shader paramters, which is affected by env_wind entities on current maps
  • Downloading workshop objects when becoming a member of servers now deletes the ineffective .compressed information that waste house
  • npc_sniper not turns into pacifist after one participant kill
  • Fixed a crash problem with monster_flyer
  • Fixed a crash problem with Half-Life: Source monster_*_dead NPCs
  • Fixed mannequin of monster_hevsuit_dead
  • Fixed HL2 barney showing on HL1 map c1a1
  • Fixed HL1 and HL2 episodes not displaying their chapter titles and different on-screen textual content
  • Fixed purple blood shade on HL1 alien NPCs
  • Fixed a crash on srcds when mix troopers with smg1 die and there is not a participant in first server slot
  • Fixed a uncommon crash with npc_combie_s making an attempt to shoot a gun they do not have
  • Fixed a possible AI pathfinding crash
  • Reenabled monster_bigmomma hp restoration system
  • Fixed npc_barnacle not selecting up gamers from autos
  • Fixed chatbox filters trying bizarre
  • Fixed default be a part of messages not engaged on devoted servers
  • Fixed some scenes not taking part in
  • Smooth scrape sounds are not repalced by tough scrape sounds for glass and tile textures
  • Fixed flashlight sound stopping weapon sounds
  • Fixed some results (totally on NPCs) not working in multiplayer
  • Fixed some HL1 NPCs not speaking in multiplayer
  • Addon entities (“anim” sort SENTS) are actually correctly credited as inflictor and never the attacker when thrown right into a participant with a gravity gun
  • Updated language information (Community Contribution)
  • Updated TTT to its newest model
  • Added correct distance and entity validity checks for all default properties to cease them from being exploited by clientside scripts
  • Spawnmenu Icons not save pictures of lacking fashions to disk
  • Minor adjustments to NPC problem to match Half-Life games (Community Contribution)
  • Added CTakeDamageInfo.__tostring
  • Added CNavSpace.GetPlace()
  • Added CNavSpace.SetPlace()
  • Added PhysObj.GetPositionMatrix()
  • Added Entity.GetWorldTransformMatrix()
  • Added DMG_SNIPER and DMG_MISSILEDEFENSE
  • Added util.GetSurfaceData()
  • Added Half-Life: Source CLASS_ enums
  • Added enter.GetKeyCode(), works reverse of enter.GetKeyName
  • Added ProjectedTexture:SetQuadraticAttenuation()
  • Added ProjectedTexture:SetLinearAttenuation()
  • Added ProjectedTexture:SetConstantAttenuation()
  • Added ProjectedTexture:GetQuadraticAttenuation()
  • Added ProjectedTexture:GetLinearAttenuation()
  • Added ProjectedTexture:GetConstantAttenuation()
  • Added participant.GetByAccountID( id ) ( Community Contribution )
  • Added render.WorldMaterialOverride
  • Added return worth to DColumnSheet.AddSheet (Community Contribution)
  • Added player_connect_client gameevent
  • Fixed FL_ANIMDUCKING not resetting when coming into a car
  • Fixed HTTP() reducing off submit physique on the NULL byte
  • Fixed func_breakable_surf crashing when broken by DMG_BLAST with no inflictor
  • Fixed crash points with CNewParticleEffect.AddControlPoint and CNewParticleEffect.StopEmissionAndDestroyImmediately capabilities
  • Fixed Player and Entity.__newindex crashing the game when assigning non string keys onto these entities
  • CTakeDamageInfo.GetDamageType now correctly returns an unsigned int
  • JSON capabilities now can deal with NULL bytes correctly
  • IGModAudioChannel.__gc not crashes the game in some circumstances
  • Fixed an error with empty nextbox NPCs (Community Contribution)
  • SWEP Holdtype is now up to date clientside at any time when server sends a holdtype replace
  • PlayerUse not blocks utilizing when Lua does not return a price or returns a non boolean
  • Fixed DMenu’s non self deleting submenus not opening in some circumstances
  • Player.Kick not fails with causes too lengthy ( now cuts them off at ~512 )
  • util.SpriteTrail not crashes the game if you don’t give the fabric “.vmt” extension
  • util.SpriteTrail not silently fails midway by means of when not given a shade
  • Dragginig/Resizing DFrame as a baby factor now works correctly (Community Contribution)
  • Consistent caching between Entity.GetEyeTraceNoCursor and Entity.GetEyeTrace (Community Contribution)
  • Fixed a crash problem with Vehicle.GetVehicleViewPlace
  • Fixed a couple of Vehicle capabilities returning rubbish in sure circumstances ( GetVehicleViewPlace, GetPassengerSeatPoint, GetWheelContactPoint )
  • Fixed RebuildSpawnIcon() not taking bodygroups under consideration
  • Added voice_overdrive, quantity and _restart on consumer to the blocked console command listing
  • prop_vehicle and prop_vehicle_driveable are actually thought-about Vehicles by Lua
  • Entity.GetSaveTable now works correctly with most array fields, they may present up as 1-based desk in Lua
  • Entity.SetSaveValue can now deal with array fields, similar to GetSaveTable()
  • Entity.GetInternalVariable now helps all area sorts as GetSaveTable/SetSaveValue does
  • CLuaEmitter.Add will now additionally initallize startSize
  • util.GetSurfacePropName now returns “” for out of bounds enter
  • IGModAudioChannel:IsValid now correctly displays the validity of the sound channel as an alternative of testing existence of the Lua objecct
  • Most IGModAudioChannel capabilities now additionally verify for channel validity
  • DoModal not works with out cursor seen for all panels, not simply “Frame”
  • Vector.WithinAABox now orders vectors by itself
  • Entity.GetAttachments, Entity.GetBodyGroups and Entity.GetMaterials will now return an empty desk the place they used to return nil
  • util.(De)Compress and util.Base64Encode error on no enter and return an empty string when given an empty string
  • Failed-to-send web messages now reset present web message
  • Calling web.Start() whereas a web message is already lively now shows a message
  • You can not ship web messages with no gamers on the server
  • Entity.GetSaveTable and Entity.GetInternalVariable not iterate over Inputs and Outputs
  • Entity.SetHitboxSet not assigns non existent hitbox units when utilizing a string as the primary argument leading to a console warning spam
  • You can not take away player_manager entity
  • Made DLabelURL’s shade capabilities work persistently to DLabel’s
  • Vehicle.GetVehicleViewPlace’s solely argument is now elective
  • Entity.SetModelScale is now restricted to +-400 on server (unchanged on consumer)
  • Keys in mount.cfg are actually marked as mounted ( for IsMounted() ), if they’re within the listing of mountable games
  • Restored Gib Model performance of func_breakable from HL1
  • mountdepots.txt will now be robotically created if it does not exist so devoted server homeowners can edit it
  • Fixed nav file error 4 (old-fashioned) being displayed when the nav file is in truth updated
  • Nav file errors now correctly shows the precise error by title, not error ID
  • Updated surfaceproperites.txt to take away some entries to suit the 128 entry restrict
  • Bumped maxiumum key size of key values in bsp to 64 (from 32)

Notice

Unlike many earlier updates, this one would require servers to replace earlier than you may be a part of them. We attempt to maintain such updates to a minimal, but it surely was essential for this replace.

This implies that for a sure time after the replace you might get a message equivalent to “The server is operating an older model of the game” when connecting to your favorite servers. You must look forward to servers to replace earlier than you may be a part of them once more.

You CANNOT downgrade to a earlier model of the game.

 
Source

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