Old garrys mod video2/17/2024 ![]() ![]() This mainly affects clients, but servers are recommended to update as well. Improvements to Garry's Mod's save system to prevent weird behavior, such as saves loading on wrong maps.Fixed some crashes to do with engine light styles.Removed certain Lua API functions: ConsoleAutoComplete (menu), Panel.Command, Panel.SetActionFunction, Panel.SetPaintFunction, Panel.PostMessage, Panel.SetCommand, PANEL:ActionSignal, GM:LoadGModSaveFailed (clientside).Fixed playing a demo not starting a loading screen.Display addons in red in Addons menu when they contain illegal files (and therefore not mounted/working). ![]() Temporary measures for addons that fail to load due to "failed to parse addon file".Temporarily restored PANEL:ActionSignal for RichText.Added PANEL:OnTextClicked( id ) for RichText.Fixed keybinds being lost if they contain semicolons.Fixes towards certain files not loading from inside maps.We are releasing a small patch today with some minor fixes. Fixed crashes with NPC nodes after cleaning up the map.Axis a wheel to it to create a working car. Take props from HL2/CS/DoD and weld them together to make walls. A big comic book creating community has popped up around this feature. Bumped "insane reference count" threshold 10x This means can position people from HL2/CS/DoD and change their faces.Fixed crashes with deleting ai_network entity.Fixed Gravity Gun leaking material reference count.Fixed crashes when failing to create entities for fire entity.Fixed a crash when failing to create child ents for point_spotlight.Fixed a crash when failing to create a fish entity.Fixed crash when try to push a NULL ITexture.Fixed several security issues reported on HackerOne.Added overflow/underflow safeguards to render.Push/PopRenderTarget functions.Made LuaMesh.BuildFromTriangles correctly modify the mesh when used on an already generated mesh - This is now only permitted when the vertex count matches between existing mesh, and the new mesh.Made GM:OnLuaError available on client and server.Made the BSP whitelist case insensitive.Shutdown HTML after VGUI - hopefully fixes a rare crash on game exit.Removed unused DLLs from game's folder - bugreporter.dll, sixense.dll, headtrack_oculus.dll.Made Entity.PhysicsInitMultiConvex throw type errors when given invalid input.Servers and clients are recommended to update as soon as possible. When that happens, the mod is programmed to make objects on the screen invisible and un-collidable when you're looking ahead, but retain the same properties as before when looking behind, giving the illusion of infinite forward movement.We are releasing a small patch today with some security fixes. In the oversimplified terms my mind will only accept, it works by teleporting you back to the other side of the screen when you hit a boundary wall, a bit like the original Mario Bros. That "truly infinite map," in the absolute simplest terms, uses a creative design illusion to simulate never-endingness. It's worth noting that the mod was built using an existing mod called Infmap Base Creator, from Mee. Like our own real-life universe itself, this map is literally too big for the human brain to comprehend, if it's really as big as it claims. So, multiply whatever that number is by 2,048, and apparently you'll have the total size of this absurd map. The 1:1 Multiverse Garry's Mod creation, from modder Alexandrovich, is said to house 2,048 universes each containing "8.8e29km of star/galaxy clusters," which, according to PC Gamer's math, is 880 octillion kilometers. ![]()
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