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Valve Hammer Editor (Source)

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Hammer 4.x
The Hammer Editor splash screen, which appears when being launched (version 4.x, Source).
Screenshot of Hammer 4.x, with d1_trainstation_01 map loaded.
Developer(s)
Valve Corporation
Initial release
November 05, 2004
(4.0)
Stable release
Actively updated (4.1)
Operating system
Windows
Type
Map Editor
Distribution
Todo: Rewrite the translated version of this article

Hammer (version 4.x), sometimes informally called Hammer 4, is Valve's in-house level editor for Source titles, included in the Source SDK. It is a further evolution of Hammer 3.x from the GoldSrc engine. Many of its core concepts, features, and UI elements still match those of 3.x, as does the underlying mapping theory: building sealed levels with brushes and compiling them into BSP maps.

While in many ways improved, its core is still tied to ancient software architecture, and, being a product of its time, it often struggles under the load of designing modern, highly detailed looking levels.

Despite that, Half-Life 2 and every other Source title was built with it. Its relative ease of entry and gradual learning curve attract modders to this day. This version of Hammer also continued to receive updates to this day, and third-party games may also add new features to Hammer.

Icon-Important.pngImportant:There are several community-made updates to Hammer (unfortunately, none are open-source, as the source code for Hammer has never been officially released, only either leaked, or available to licensees who kept it closed).
They are not essential for creating Source levels, but include bugfixes, QoL and extended features. They are listed further below ↓.

Installing and launching

Older versions of Hammer (for Source 2009 and earlier) are shipped in their respective Source SDK packages, and are intended to be launched via the deprecated Source SDK Launcher.

Since the SteamPipe update and the release of Source 2013, Hammer are often preinstalled automatically with the games, and is available in the 🖿/bin/ folder of a particular game (🖿Half-Life 2/bin, 🖿Portal/bin, etc). However, in some cases, such as games starting with Left 4 Dead, Portal 2, etc., or some third-party Source games, their Authoring Tools need to be installed and launched to access Hammer.

Some of these sub-versions are interchangeable, such as between HL2, both of its Episodes, Portal, Counter-Strike: Source and Source 2013. Others, such as Portal 2's and Counter-Strike: Global Offensive, have certain exclusive features (Maya integration for P2, Sprinkle Tool for CS:GO) and may not be fully compatible with other titles. Additionally, VMF files created on newer branches of Hammer (such as Alien Swarm) may crashes on Hammer made for older branches (like Source 2013) when loaded, unless it was converted or by using community-made version of Hammer.

For further information on setting up Hammer for Source, see Your First Map, Getting Started and its following articles.

See also Category:Hammer for more links to Hammer documentation.

Features and tools

Stub

This article or section is a stub. You can help by expanding it.

Compared to Hammer 3.x, the most notable new features include Displacements, I/O system, and using Source's own materialsystem for rendering textures and models. Later versions expanded on the user interface, adding the particle browser (since ASW), improved Model Browser, instances and other extra tools.

Extensions

  • Hammer++ Hammer++ updates Hammer with additional tools and modernized workflow, realtime in-editor lighting preview, in-editor physics and more.
  • TeamSpen's Hammer Addons TeamSpen's Hammer Addons is a set of FGD enhancements, editor assets and scripts for working with Hammer, which don't directly modify the editor.
  • Slammin' Source Map Tools Slammin' Source Map Tools addresses performance and bug issues, adds convenience options and features, and comes with extended compilers: Slammin' Compile Tools.

Developer resources

Common issues

See also:  Compile Errors

No grid (black viewports)

First, check that the grid is on. The hotkey Shift+R controls, so give it a try.

If that didn't help, check the formatting of your mod's 🖿gameinfo.txt.

It needs to include a key called SteamAppId, and the number after it needs to match the Steam Application ID of the base game you will be using to launch your mod.

This issue may also be caused by using a different Hammer version than the one intended for the game. To stay on the safe side, be sure to be launching 🖿hammer.bat from the 🖿/bin/ folder of the base game of your mod, or using Authoring Tools to launch it, if you're modding Portal 2, Left 4 Dead or Left 4 Dead 2 or Counter-Strike: Global Offensive.

Poor performance

The fault is due to Hammer's legacy and unmaintained code. It will struggle to display too many detailed objects and draw levels across vast distances; this is even apparent with Half-Life 2's own stock levels. To make matters worse, having a large number of visible objects - regardless of what they are or how low-poly they are - will degrade both performance and input times, and make everything like selecting, editing settings, or moving objects take longer. Hammer++ and Slammin' Hammer fix some of these performance pitfalls.

Icon-Bug.pngBug:Some AMD cards have a long standing bug with the selection tool in Hammer, which causes selections to have a severe performance penalty and even take several seconds. This is mostly mitigated in Hammer++.  [todo tested in ?]

To workaround this, keep the Model and Detail render distance in the 3D View tab of the Settings, on the lower side.

Tip.pngTip:Hotkeys 1 and 2 move the 3D view clipping plane back and forth - you can use it to quickly adjust it and thus lessen the rendering load on the editor.

Make sure you didn't accidentally turn on Radius Culling by pressing C. This easy to press hotkey can cause huge performance loss and, to add insult to injury, make your level not compile until it is turned off.

The Radius Culling status is indicated by a circled red "R" on the Map Operations toolbar. Make sure it is de-pressed, unless you actually intend to use it.

Note.pngNote:Depending on the Hammer version, the button and the feature itself may not be present altogether. Older - pre-Steampipe - Hammer didn't have it, while Slammin' Hammer and Hammer++ remove it.

Fatal Error Out of thread ids

In Left 4 Dead and Left 4 Dead 2, if your CPU has more than 19 (Left 4 Dead) or 26 (Left 4 Dead 2) threads, Hammer will crash. See Fatal Error Out of thread ids for workaround.

Crashes

Similar to above issue, Hammer can occasionally randomly crashes, while using it. Always save (and make sure Autosave is enabled) to prevent data loss.

Freezing during compiling

Prior to Hammer in Left 4 Dead engine branch and later which opens up a separate CMD window, Hammer has it's own compiler window, which can freeze the entire program during compiling.

To workaround this and see the compiling progress, users can use Notepad++, open the log file (example: d1_trainstation_01.log), and go to View > Monitoring (tail -f) (this will prevent Notepad++ from editing the file until "Monitoring" is turned off). Alternatively, users can use Hammer++ which also opens up seperate CMD window when compiling maps.

Version History

List of Valve Hammer Editor versions and changes.

Old Engine (Source 2004 & 2006)

Version Game/Branch Release date Features  ViewDiscussEdit templatePurge
4.0 (build 2934)[confirm] All Source 2004 games November 05, 2004 Initial release of Hammer in the Source SDK.

Updates:

  • Source Engine materials system. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor.
  • Displacement surfaces. A new class of mesh geometry that can be sculpted into different shapes and connected to one another to create terrain and other complex surfaces.
  • Input and Outputs entity system. Entities use a new method to trigger and connect to one another, offering a higher level of flexibility and control than ever before.
  • Hierarchical VisGroups. Objects can now be in multiple VisGroups, and Visgroups can be organized in a hierarchical manner for easier selection and organization.
  • Entity Helpers. New user interface controls that make editing parameters on entities such as spotlights and doors easier and clearer.
  • Per-face Lightmap controls. Lightmap density can be controlled on a per-face basis for more control over the balance of visual quality and rendering performance.
  • Sound Browser. Built-in browser to hear a preview of sounds available to level designers.
  • Non-modal Entity Report and Check for Problems dialogs. Dialogs are now non-modal, allowing for changes in the level and camera controls while using the information in the dialog boxes.
  • Smoothing Groups. Per-face control of lighting-based smoothing.
  • Find and Replace. Functions to both search and replace for text in any entity name, parameter, input, or output.
  • Selection Mode toolbar. A new toolbar to control the impact of groups and entities upon the selection tools.
  • Overlays. A new type of texture entity, similar to decals, but with far greater control over how it is applied to surfaces.
4.0 (build 2959) Source 2004 November 22-30, 2004[confirm] Updated version of Source SDK 2004.
4.1 (build 3316) Half-Life 2: Lost Coast, All Source 2006 games and newer November 22, 2005

Updates:

  • HDR tools support. Hammer now have the options to compile maps with HDR support. All game FGDs was also updated to include options for changing value for users running the game with HDR enabled. Map compilers (including VRAD) have been also updated with HDR support.
  • VGUI Model Browser. All new model browser with a full tree control and real-time 3D previewing of model geometry, rendered with the Source material system.
  • Enhanced 2D and 3D Views. 2D and 3D views are now rendered with a unified Source materials system, allowing for real-time feedback of transformations in all viewports simultaneously, and much faster rendering of the viewports.
  • 2D model and displacement Rendering. Prop models and displacement geometry rendering in 2D viewports.
  • Enhanced Auto Visgroups. A larger number of Visgroup categories, as well as an improved interface makes Visgroups more powerful.
  • Autosave feature. Creates automatic, numbered backups of maps, with options for when and where backups are created.
  • Paste Special enhancements. Provides options for renaming objects when pasted to avoid name collisions with automatic entity I/O fixup.
4.1 (build 3466) SiN Episodes April 21, 2006 (build date)
May 2006 (release)
4.1 (build 4037) Source 2006 November 13, 2007 Last Old Engine (and Source 2006) version of Hammer.
Todo: Changes?


Orange Box + SteamPipe (2007, 2009, 2013, TF2)

Version Game/Branch Release date Features  ViewDiscussEdit templatePurge
4.1 (build 4038-404x)[confirm] Source 2007 November 14, 2007[confirm] Initial release of Hammer for Source 2007.

Updates:

  • Inspecting Leaves in Hammer. You can now see visleaves using the Load Portal File option in Hammer, instead of using the glview application.
Todo: Add more updates and changes in Source 2007 Hammer.
  • Resizable Object Properties window. The Object Properties window can now be resized, and by default, it is larger and wider.
  • SmartEdit updates. SmartEdit has also been updated. You can preview entity (light_environment for example) brightness & color directly without clicking "Pick color".

Fixes:

  • Cubemaps can now be built for maps running in the Orange Box engine.
  • Added Hammer models and materials that were missing in the 11/07 release.
4.1 (build 4169) Source 2007 March 24, 2008

Updates:

  • Two new lighting preview modes are available in Hammer.

Fixes:

  • Fixed crash when loading a .VMF with HL2 is set to the active game.
4.1 (build 4206) Source 2007 April 30, 2008

Enhancements:

  • Team Fortress 2’s game objects for new ‘Payload’ gameplay are now available to map makers.

Fixes:

  • Custom settings in Hammer are no longer overwritten when the SDK is restarted.
4.1 (build 4715) Source 2007 June 15, 2009

Updates:

  • The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
  • Added additional auto visgroups for sprites and cubemaps
  • Separated the VRAD calls into two sequential while using HDR (-ldr and –hdr) instead of –both
  • Model browser is now created once per session
  • Displacement brush dial now has greater range
  • Added a stop button to sound previews
4.1 (build 4715) Source 2009 June 15, 2009 Initial release of Hammer for Source 2009.

Updates:

  • Instances. Inserts an instance of another VMF (map) file into the current one you are currently editing.
  • The texture browser automatically ignores most textures that cannot be placed on brushes or displacements, as well as anything inside a .svn folder for those using svn as their choice of versioning software.
  • Added additional auto visgroups for sprites and cubemaps
  • Separated the VRAD calls into two sequential while using HDR (-ldr and –hdr) instead of –both
  • Model browser is now created once per session
  • Displacement brush dial now has greater range
  • Added a stop button to sound previews
4.1 (build 4715) Source 2007 September 21, 2009 Last version of Hammer for Source 2007.
Todo: Changes?
4.1 (build 5439) Source 2009 (Half-Life 2, Portal) September 15, 2011 Last version of Hammer for Source 2009.

Fixes:

  • Crash when opening the VGUI model browser in Hammer
  • Hammer lockups
  • Black textures in Hammer, HLMV, and Faceposer
4.1 (build 5473) Source Multiplayer October 19, 2011 Initial release of Hammer for Source MP.

Fixes:

  • Crash when opening the VGUI model browser in Hammer
  • Hammer lockups
  • Black textures in Hammer, HLMV, and Faceposer
4.1 (build 5476) Postal III October 22, 2011 (build date)
December 13, 2013 (leak)
Leaked Postal III SDK. Based on Source 2009 Hammer.

Updates:

  • Support for Postal III's "prefabs" (not to be confused with Hammer's Prefab feature).
Todo: Any other changes?
4.1 (build 5845) Source Multiplayer (Counter-Strike: Source, Team Fortress 2, etc.) October 25, 2012 Last version of Hammer for Source MP.

Fixes:

  • This update addresses visual regressions seen in Model Viewer and Hammer after the TF2 Halloween update.
4.1 (build 6083) Source 2013 Singleplayer June 27, 2013
(build date June 20, 2013)
Initial release of Source 2013 SP Hammer.

None. Only SteamPipe fixes.

4.1 (build 6081) Source 2013 Multiplayer June 27, 2013
(build date June 18, 2013)
Initial release of Source 2013 MP Hammer.

None. Only SteamPipe fixes.

4.1 (build 6412) Source 2013 Singleplayer May 15, 2014 Latest version for Source 2013 SP (public branch).

Updates:

Todo: Any other changes?
4.1 (build 6440) Source 2013 Singleplayer June 12, 2014 Latest version for Source 2013 SP (upcoming branch).

None.

4.1 (build 9008) Source 2013 Multiplayer July 2, 2021 Last version for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source and Source SDK Base 2013 - Multiplayer prior to February 18, 2025 update, which replaces Source 2013 Multiplayer with Team Fortress 2 branch in all of these games and SDK.
Last version for Half-Life 2: Deathmatch prior to running on Team Fortress 2 branch after 20th anniversary update.
4.1 (build 9092) Team Fortress 2 September 16, 2021 Unknown
4.1 (build 9109) Team Fortress 2 October 5, 2021 Unknown
4.1 (build 9464) Team Fortress 2 September 26, 2022 Unknown
4.1 (build 9520) Half-Life 2 November 17, 2023 (release) Last version prior to 20th Anniversary update. (only in Half-Life 2)
4.1 (build 9540) Team Fortress 2 December 8, 2022 Unknown
4.1 (build 10038) Team Fortress 2 April 18, 2024 Updates:
  • Added a dedicated 64-bit version. This will allow Hammer to access more than 4 GB of RAM, and slightly better performance.
4.1 (build 10042) Team Fortress 2 April 22, 2024 Latest version for Team Fortress 2.
4.1 (build 10247) Half-Life 2 November 16, 2024 Half-Life 2 20th anniversary update. Also latest version as of 2/22/2025.

Updates:

  • Show detail sprite preview on non-displacement surfaces.
  • Increased many limits for BSP data. Models 1024 -> 2048, Brushes 8192 -> 16384, TexInfo 12288 -> 16384, TexData 2048 -> 8096, DispInfo 2048 -> 8096.

Fixes:

  • Fixed bug where orphaned entities added additional data on each map load.
  • Fixed the ability to render cubemaps.
4.1 (build 10259) Half-Life 2: Deathmatch November 27, 2024 First version of Half-Life 2: Deathmatch, upgraded from Source 2013 Multiplayer to Team Fortress 2 branch.

Updates:

  • Hammer buttons UI has been updated to use Windows visual styles instead of Windows Classic.
4.1 (build 10342) (only in Half-Life 2: Deathmatch)
4.1 (build 10343)
Team Fortress 2 branch
Counter-Strike: Source
Day of Defeat: Source
Half-Life 2: Deathmatch
Half-Life Deathmatch: Source
Source SDK Base 2013 - Multiplayer
February 18, 2025 Latest version for Counter-Strike: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, Half-Life Deathmatch: Source and Source SDK Base 2013 - Multiplayer, completely replaces Source 2013 Multiplayer.

Updates:


Standalone branch (L4D and later)

Left 4 Dead Alien Swarm Portal 2 Counter-Strike: Global Offensive

Version Game/Branch Release date Features  ViewDiscussEdit templatePurge
4.1 (build 4586)[confirm] Left 4 Dead May 15, 2009 Beta release of Left 4 Dead Authoring Tools's Hammer.
4.1 (build 4627)[confirm] Left 4 Dead June 25, 2009 Initial release of Left 4 Dead Authoring Tools's Hammer.

Updates:

  • CMD compiling progress window. When compiling maps, Hammer will instead opens up separate CMD window instead of via Hammer itself, preventing it from freezing the entire program.
  • Instances. Inserts an instance of another VMF (map) file into the current one you are currently editing.
4.1 (unknown build) Left 4 Dead 2 Between November 17, 2009 and December 26, 2009 Initial release of Left 4 Dead 2 Authoring Tools's Hammer.
Icon-silk-question.png Question: When L4D2 tools was actually released?
4.1 (unknown launch build) Alien Swarm July 19, 2010 Valve Map Format (.vmf) that are created using this version are incompatible
with previous version of Hammer without some modification and workarounds (such as using Left 4 Dead Authoring Tools/Left 4 Dead 2 Authoring Tools or editing VMF files).

Updates:

  • Added options to export the selected brushes to Maya.
4.1 (build 5307)[confirm] Portal 2 May 6, 2011 Initial release of Portal 2 Authoring Tools's Hammer.[confirm]
4.1 (build 5313)[confirm] Portal 2 May 12, 2011

Fixes:

  • Fixed certain keystrokes being ignored by Hammer when browsing models
4.1 (build 5318) Portal 2 May 17, 2011

Fixes:

  • Fixed crash that could occur when malformed brushes were saved in a map and then re-opened in Hammer.
  • Hammer will now properly save maps after detecting and fixing malformed brushes. Fixes “Permission Denied” error some users were experiencing.
  • Removed “Lighting Preview” option as this is not currently supported.
4.1 (build 5321) Portal 2 May 20, 2011

Fixes:

  • Fixed Hammer becoming unresponsive after launching map
4.1 (build 5327 to 5688) Portal 2 May 26, 2011 to May 21, 2012 Unknown
4.1 (BETA, unknown build) Counter-Strike: Global Offensive May 5, 2012 (or earlier)[confirm] Initial release of Counter-Strike: Global Offensive Authoring Tools's Hammer. No longer actively developed.
4.1 (unknown launch build) Counter-Strike: Global Offensive August 21, 2012 Launch version of Counter-Strike: Global Offensive Authoring Tools's Hammer.
4.1 (build 8678) Alien Swarm September 24, 2020 Latest version for Alien Swarm (as of Jan 28, 2025).
4.1 (build 9324) Counter-Strike: Global Offensive May 13, 2022 - Feb 3, 2023 (build date May 5, 2022) Latest version for Counter-Strike: Global Offensive (as of Jan 28, 2025).
4.1 (build 9672) Portal 2 April 26, 2023
(build date April 18, 2023)
Latest version for Portal 2 (as of Jan 28, 2025)
4.1 (build 9958) Left 4 Dead 2 June 4, 2024
(build date Jan 29, 2024)
Latest version for Left 4 Dead 2 (as of Jan 28, 2025).
4.1 (build 9969) Left 4 Dead June 12, 2024
(build date Feb 9, 2024)
Latest version for Left 4 Dead (as of Jan 28, 2025).
Todo: Additional updates, like model spray patterns in Counter-Strike: Global Offensive?. Also Portal 2 Hammer have an option to enable "DotA Camera".


Third-party games

Garry's Mod Garry's Mod

Version Release date Features  ViewDiscussEdit templatePurge
4.1 (build ?) March 9, 2015

Fixes:

  • Fixed Hammer crashing on start up
4.1 (build ?) June 1, 2015

Fixes:

  • Fixed Hammer making Steam show you as playing Garry's Mod
4.1 (build ?) April 28, 2016

Fixes:

  • Multiple bug fixes for Hammer
4.1 (build ?) October 10, 2016

Fixes:

  • Fixed Model Viewer background for Hammer
4.1 (build ?) July 6, 2017

Improvements:

  • Improved performance of 2D/3D views
  • 2D views are now rendered during scroll operations, rather than after
  • Increased max render distance from 10,000 to 32,000
  • Vertices no longer need to be in the exact same location to be merged

Fixes:

  • Blended textures are now rendered correctly - it should be identical to in-game
  • Model browser no longer freezes after being opened multiple times
  • Overlays no longer flicker when rendered in 3D shaded mode
  • Scrollbars on 2D views are now correctly sized when zoomed in
4.1 (build ?) May 28, 2018

FGD Update:

  • Updated garrysmod.fgd files (for Hammer) to include GMod specific Sandbox key values
4.1 (build ?) February 19, 2019

Updates:

  • FGD Update (garrysmod.fgd):
  • Added "distance to camera" button for func_areaportalwindow's FadeStartDist/FadeDist keyvalues in Hammer Editor
  • You can now use Middle Mouse Click to pan 2D views in Hammer Editor
4.1 (build ?) April 30, 2019

Updates:

  • Middle Mouse Click MMB on Hammer 3D view now acts as mouse look

Improvements:

  • Some (Inputs/Outputs/targetnames) Hammer Drop Downs will size themselves to fit up to 15 elements at the same time instead of the old random 5 to 9

Fixes:

  • Fixed Hammer crashing when trying to load over 1024 models at the same time and other stability improvements
4.1 (build ?) November 12, 2019

Updates:

  • Added support for _castentityshadow in Hammer
  • You can now drag'n'drop .vmf files onto Hammer to open them

Fixes:

  • Fixed reflections on brushes in Hammer having the checkerboard pattern
4.1 (build ?) January 21, 2020

FGD Update (garrysmod.fgd):

  • TTT: Added sphere option to .fgd to display radius of ttt_traitor_button in Hammer (Community Contribution)
4.1 (build ?) April 29, 2020

FGD Update (garrysmod.fgd):

  • Added "Activator only" flag for env_fade in Hammer Editor
  • Added "Max Fog Density" to sky_camera in Hammer Editor
4.1 (build ?) June 24, 2020

FGD Update (garrysmod.fgd):

  • point_teleport - Added the episodic "Teleport into crouch" spawnflag, Added TeleportEntity & TeleportToCurrentPos inputs (Hammer Editor included)
4.1 (build ?) August 19, 2020

Improvements:

  • Replaced usage of "Physgun" and "Physcannon" with "Gravity Gun" in the .fgd files used by Hammer to avoid confusion between GMod's Physics Gun and the Gravity Gun

Fixes:

  • Fixed TTT's fgd crashing Hammer when used with halflife2.fgd at the same time
  • Fixed Hammer Editor crashing with model heavy maps
  • Fixed certain ammo items in Hammer Editor having error models
4.1 (build ?) October 14, 2020

Updates:

  • Allow right click on 3D view to activate FPS camera controls, on tools where right click in 3D view is not used

Improvements:

  • Made the "Default to 15 degree rotations" setting invert what Shift does during rotation, not outright enable/disable it

Fixes:

  • Fixed Hammer not loading vgui language files
  • Fixed certain labels/buttons in Hammer model picker being cut off
  • Fixed "snap to grid" display in Hammer not updating when it should
  • Fixed "Browse" for func_instance in Hammer not filling the field properly when map .vmf is not located in the GarrysMod/garrysmod/maps folder
  • Hammer and entity templates can now properly handle post Left 4 Dead 1 map entity Input/Output (ESC delimiter instead of a comma)
  • Fixed .fgd flag/array values inheritance, so spawnflags on trigger_teleport are no longer missing (possibly fixes other entities too)
4.1 (build ?) January 27, 2021

Improvements:

  • Added HammerID to the "solid with X faces" and "group of X objects" descriptions for easier distinguishing/debugging
  • Adjusted visgroup validation to allow solids be a child of an object group regardless of format version. Prevents those solids on old .vmfs from losing their visgroup
  • Disallowed object groups (CMapGroup) to be hidden by the visgroup system - the objects themselves are hidden not the CMapGroup. Fixes "orphaned objects" warning
  • Display Raytraced preview in the 3d view when it finishes rendering
  • Increased amount of recent files to 10, from 4
  • Moved "Edit Instance" button to not cover the input/output icons in Hammer (All 3 also behave better when resizing the window).

Fixes:

  • Fixed not resetting LightmappedGeneric's shader constant 0 ($basetexturetransform) between renders, resulting in it affecting materials which do not have $basetexturetransform set (Also affects Hammer)
  • Right/Middle mouse clicking in Hammer 3D view works better now, by disabling mouse look only when it was started by middle/right clicking a 3D view
  • Fixed Hammer's Transform dialog (CTRL+M) improperly reading Y and Z coordinates
  • Applied bone setup crash fixes to Hammer too.

FGD Fixes (garrysmod.fgd:

4.1 (build TBD) March 26, 2025 Latest version for Garry's Mod

Updates:

  • Added build date to Hammer's About dialog
  • Added HammerID for entities in Hammer's selection status bar (Brushes already had this added a while back)
  • Added model scale preview to Hammer
  • Added new options to Run Map dialog in Hammer
  • Updated garrysmod.fgd
    • Added `Ignore Solid` for point_spotlight in Hammer
    • Added internal/hidden npc_rollermine inputs in Hammer
    • Added inputs to env_skypaint in Hammer for mapping
    • Added "starlayers" to env_skypaint in Hammer, and mention the skybox texture name requirement in the entity description
    • Allow bool and boolean to be interchangeable in .fgd files
    • Include missing Garry's Mod specific additions in Hammer - new Rollermine spawnflag and beam_spotlight's SetColor input
  • Implemented Hammer preview for point_worldtext
  • Implemented Hammer multi-cordon system from CS:GO

Improvements:

  • Ensure Hammer's Entity Properties Input/Output columns fit the header text, so its not "P...", "O...", etc. when adding a new input for the first time
  • Entity comments allow adding new lines with Enter in Hammer Object Properties.
  • Expand Hammer Object Bar by 20px to fit auto vis groups horizontally
  • Hammer & other tools mount addons/ folder by default (can be disabled with -noaddons launch parameter)
  • Increase default size of Hammer Entity Help window
  • Switch Hammer to use CmdSeqDefault.wc by default (like CS:GO, user preferences are still stored in CmdSeq.wc)
  • Tweak Hammer splash image & .exe info
  • Updated the Hammer icon to be higher quality and have Garry's Mod colors
  • When copying game configs in Hammer options, ask for a new name instead of copying the existing name without a way to change it

Fixes:

  • Fixed certain inputs having wrong descriptions in Hammer Entity Properties window
  • Fixed collision model preview in Hammer being offset in 3D when dragging
  • Fixed empty buttons appearing in Hammer Entity Properties when it is opened before any entity is selected
  • Fixed Hammer breaking VMF files if they contain \n in keyvalue values
  • Fixed keybinds in Hammer for 1 & 2 not updating the render distance setting correctly, resulting in it being reset to previous step when certain actions happen
  • Fixed map instances being added to recently opened files in Hammer when opening the parent map
  • Text parsing: Handle loading/writing \r correctly (Hammer VMF)
  • Made Hammer use gmod.exe when generating GameConfig.txt


Source FGDs

Note.pngNote:Most games come with their proper FGD.

See also

External links