Update log
Full Garry's Mod update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Balance
- UI and audio
- Server
- Performance
Garry's Mod signals
New mountable games
With community effort and permission from the respective game developers, 2 new games are now available to be mounted in Garry's Mod: Black Mesa and Military Conflict: Vietnam!
[dynamiclink href="https://store.steampowered.com/app/362890/Black_Mesa/"][dynamiclink href="https://store.steampowered.com/app/1012110/Military_Conflict_Vietnam/"]As with other mountable games, you will need to own them on Steam first, which will enable players to use maps and models from these games in Sandbox and other gamemodes.
HUD Improvements
Some default HUD elements received some polish - the weapon selector, damage indicators, health and ammo displays.
The ammo HUD now correctly displays ammo for certain modded weapon types that use secondary clips, the default weapon selector can now display more slots and scroll weapon selection when there are too many weapons equipped to fit on the screen.

The HUD now also scales better at 4K resolution, preventing certain elements such as Sandbox notifications and voice chat from overlapping the ammo HUD.
New content & content fixes
The Combine APC is now a built-in vehicle, right in the spawnmenu, fully driveable by the player.

There are also numerous bug fixes to existing models for various issues such as props becoming pitch black when resting on ground, fire effects not displaying correctly and spawning wrong gib models when broken.
Network protocol changes
This update brings significant under-the-hood changes to the game's networking, enabling faster network transfer speeds to reduce server join times, and removing a whole host of unnecessary networking done by various entities, hopefully reducing overall bandwidth usage, especially on initial player spawn.
This update also switches many game systems to use double precision time, which should help servers to not need to restart or change maps as often and improve overall game feel after playing for a while on the same map.
Smaller stuff
As usual this update also brings a huge amount of fixes and other smaller changes. Some optimizations to performance and memory usage as well.
You can find the full change list for this update in our blog post:
https://gmod.facepunch.com/news/april-2026-update
April 30th Hotfix
- CosmeticDisable physics scaling optimizationstoo unstable
- CosmeticDisable static prop physics scalingtoo unstable
- CosmeticRemove "invalid sequence ack nr" checkgives false positives
Fixed some ragdolls becoming pitch black when on ground post update
Prevent Entity:Spawn() on already spawned vehicles - This fixes a graceful exit which fixed a memory leak
Fixed APC gun effects not working for driver in multiplayer
Made APC gun use airboat muzzleflash for player drivers so its not as blinding in first person view
Fixed regression with Entity PhysicsCollide hooks
Double FIELD_ types support for internal variable entity Lua functions
Fixed a crash with ragdolls when spawning them in teleport triggers
May 8th Hotfix
Potential speculative fixes for Peer 2 Peer connection issues
Slightly lowered default value of net_maxfragments (28000=>24576)
Fixed re-selecting ragdoll with Faceposer corrupting flex values
Fixed crashes when using physics gun or the gravity gun on Linux 32bit clients
Fixed workshop support when Steam throws errors during subscription info gathering
Prevent corruption of the net channel due to fragment counts being out of safe bounds
Make concommand.Add errors non halting
Fixed ammo HUD positioning due to SWEP:CustomAmmoDisplay
Added support for "SecondaryClip" in SWEP:CustomAmmoDisplay table.
Source
