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Garry's Mod News

March 2024 Patch

Hello everyone,

We are releasing a small patch today with some fixes for issues introduced in the previous update, as well as some bonus fixes.

Servers and clients are recommended to update as soon as possible.

The changelog for March 19th is as follows:
  • Fixed lua_refresh_file not working with gamemode or addon files
  • Fixed autorefresh not working on symlinked folders and subfolders
  • Allowed physgun_wheelspeed to go negative again
  • Fixed async model loading system trying to load already loaded models
  • Fixed RecipientFilter global having its argument have a flipped meaning
  • Fixed a crash due to sounds failing to be loaded

  • More potential crash fixes to do with texture loading
  • Fixed net.WriteData warning not displaying correct data
  • Fixed "bad sequence" warnings so they display correct max number
  • Fixed "Unable to initialize DirectSoundCapture" disabling voice chat
  • Fixed some presets being erroneously treated as collection ID
  • Fixed "flush" concommand crashing on windows dedicated server
  • video library restores fps_max if it sets it
  • Moved "render to video" temp file to videos/ folder
  • Fixed "render to video" not rendering while main menu is open
  • CPropDoorRotatingBreakable does not try to precache NULL model breakables
  • Fixed quitting while demo is being recorded writing invalid tick count to the demo count
  • Fixed a crash with the mesh library
  • Fixed DModelPanel having issues with depth buffer when 2 panels are overlaid
  • Removed some useless concommands - Test_CreateEntity, Test_RandomPlayerPosition



The changelog for March 21th is as follows:
  • Fixed "cc_lang: invalid language" warning appearing with empty cc_lang
  • Fixed "Tried to Read into NULL memory!" warning appearing when mounting L4D2
  • Fixed random crashes to do with ClientsideModel & ents.CreateClientProp

  • Increased some mapping limits:
    • MAX_MAP_OVERLAYS 1024 -> 8192
    • MAX_MAP_TEXDATA 2048 -> 8192
    • MAX_MAP_TEXINFO 12288 ->16384
  • Fixed a crash with NWVars
  • "Remember my choice for this server" is actually remembered when pressing "no" for the current session
  • Error checking in spawnicon context menu when spawnicons are removed while the player has the context menu open

March 2024 Update is live


Artwork showcased: "Job"

The March 2024 Update is now live.

New Crosshairs

This update brings a new default crosshair for the base game, as well as ability to customize your crosshair.

This is usually fulfilled by using addons, but the default crosshair had a long standing issue of being impossible to see on bright backgrounds, so a new one was well overdue.

You can now customize the crosshair in the Options menu:

(You can reset the slider values by middle mouse clicking on them! It works in many places!)

The new default crosshair, a dot image, is visible no matter what you are looking at. You can still use the old crosshair if you really must, via the aforementioned crosshair customization.

The options menu was also changed a bit:


Bringing some of the more obscure settings to the front, so players know of their existence.

Sandbox Improvements

A quality of life change to the built-in Bodygroup & Skin changer is added in Sandbox:

You can now switch skins and bodygroups without closing the menu by right clicking on the options.

Additionally, new quick options are now available in the Server section of the menu bar:


These are only available to be changed in singleplayer or by the listen server host, but hopefully will bring more of a spotlight to existence of these settings.

A lot of more of them can be found in the Spawnmenu's Utilities tab, which were added in previous updates.

Portal 1 entities are now also available in the base game for owners of Portal 1 on Steam:


Other Changes


There has been a huge amount of other, smaller changes that may or may not be visible to players.

You can now share addon presets with your friends, or import them from collections:


Some improvements were made to duplicator support, such as saving NPC health and max health, "Make Persistent" option, and "frozen by physics gun" status.

A large amount of crash issues were fixed.

As usual, a large amount of new Lua API features were added for mod makers, as well as some minor improvements to map making tools.

You can find the full change list for this update in our blog post:
https://gmod.facepunch.com/blog/march-2024-update

Please help us test the upcoming March 2024 update

Hello everyone,

The next Garry's Mod update is coming soon.

The current plan is to release the next Garry's Mod update on 13th of March at 4PM GMT.

This update will be backwards compatible with existing servers, so servers do not need immediate updating and players can still join old servers, but it is still highly recommended to update as soon as the update releases to get all the new features and fixes.

You can preview the list of upcoming changes here:
https://wiki.facepunch.com/gmod/Update_Preview_Changelog

(Please note this list is still work in progress and is subject to change.)

[h2]Regarding recent patches[/h2]
I know the recent security patches introduced a few issues into the game. I can understand that it may be frustrating when an addon worked before and stopping working after an update.

But please understand that these patches were and are necessary to ensure security of the game for everyone. Sometimes there just isn't a way to fix a security issue without breaking something else.

The most helpful thing you can do in these cases is report issues you find in a constructive manner, with as many details as possible, with steps to reproduce the issue. This ensures the issue is fixed or mitigated as quickly as possible.

This upcoming update will address a few regressions since those security patches based on community feedback.

Please help us test the update

We kindly ask anyone, players, modders and server owners alike, willing to help us test this update before it releases, to minimize any potential problems with the update.

Just run your game or your (development/test) server on one of the beta versions briefly to see if any new issues crop up compared to the current version of the game.

The Pre-Release Steam beta branch for Garry's Mod has been updated and contains all the changes that will be included in the next update. The "dev" and "x86-64" betas also contain all the upcoming changes.

You can report any found issues preferably on our official bug tracking repository on GitHub: (be sure to search before posting)
https://github.com/Facepunch/garrysmod-issues

Or at the very least in the comments below, or on our official Discord server or:
https://discord.com/invite/gmod

If you want to set up a Dedicated Server instance using any of the beta branches, see this article: https://wiki.facepunch.com/gmod/Downloading_a_Dedicated_Server

How to switch game branches:
  1. Exit the game
  2. Right click on Garry's Mod in Steam and select Properties
  3. Go to the Betas tab and select your desired branch
None - This is the normal version of the game
Pre-Release - This is the next update
Dev - This is a bleeding edge version of the game, expect it to contain more bugs than usual

January 2024 Patch 2

Hello everyone,

We are releasing a small patch today with some security fixes. Servers and clients are recommended to update as soon as possible.

The changelog is as follows:
  • Made Entity.PhysicsInitMultiConvex throw type errors when given invalid input
  • Removed unused DLLs from game's folder - bugreporter.dll, sixense.dll, headtrack_oculus.dll
  • Shutdown HTML after VGUI - hopefully fixes a rare crash on game exit
  • Made the BSP whitelist case insensitive
  • Blocked access to .db files via the file library
  • Made GM:OnLuaError available on client and server
  • 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.
  • Added safeguards against malformed .gma files
  • Added overflow/underflow safeguards to render.Push/PopRenderTarget functions
  • Fixed several security issues reported on HackerOne


January 22 Update:
  • Fixed crash with npc_satchel
  • Fixed crash when try to push a NULL ITexture
  • Fixed a crash when failing to create a fish entity
  • Fixed a crash when failing to create child ents for point_spotlight
  • Fixed crashes when failing to create entities for fire entity
  • Fixed Gravity Gun leaking material reference count
  • Fixed crashes with deleting ai_network entity
  • Bumped "insane reference count" threshold 10x



January 23 Update:
  • Fixed crashes with NPC nodes after cleaning up the map

Someone made 'probably the biggest map ever in videogame history' in Garry's Mod, a multiverse octillions of kilometres wide that's half-magic, half-maths, and wholly mind-boggling




Forget what the megacorps are doing. I'm fairly certain that, if a true artificial intelligence ever does spring from a digital chrysalis and kill us all some day, it'll be because someone got a bit too enthusiastic twiddling the dials in Garry's Mod. I say this because I've just finished fooling around with the sandbox's user-created 1:1 Multiverse (2048 Universes) map, and I'm more convinced than ever that mankind is playing with forces the gods usually keep for themselves...
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