Update deployed! Read the release notes

Summer 2026 Update (v26.70)
The 2026 Lambda Summer Meetup is just around the corner and today we're pleased to introduce the Summer 2026 Update with fresh, hot new content!
Garry's Mod icon
Garry's Mod
Added
New Daily Missions

New daily missions have been added for the following gamemodes:

  • Wingman (LambdaNet)
  • Casual
  • Deathmatch
  • Prop Hunt
New Feature
Added Lambda vScript
Fixed
Fix various security issues
Improvement
Bot Improvements

Improved behaviour of bots, including:

  • Path randomisation
  • Ability to use ladders
  • Only shooting breakables in their direct path and when close to it
  • Not shooting at targets through walls.
  • Better API for interfacing with bots from within different gamemodes.
Improvement
Refactored the options system

Options are now stored in local ConVars rather than stored on Lambda Servers. All existing options are migrated automatically.

Improvement
Improved the Options UI

Now includes searching and clear descriptions.

Improvement
Crosshair Improvements

Crosshairs have now been improved to closer match CS:GO.

There's also now a preview at the top so you can see exactly what your crosshair is going to look like.

Support for CS:GO Crosshair codes has also been added. Copy your CS2 crosshair code in to Lambda or vice versa.

Removed
Removed Discord auto-detection and the accounts system

We can't send local HTTP requests anymore, so this is now pointless.

The accounts UI has been removed too.

Improvement
Various optimisations

Optimised various code paths to improve performance.

Added
Summer Meetup 2026 Collection
Added
Summer Meetup 2026 Stickers
Added
Summer Meetup 2026 Attendee Signature Stickers
Added
Added Arabesque Collection and package
Added
Added Spy Tech collection and package.
Added
Added Auto Racing Sticker Capsule
Added
Added Fruit and Veggies sticker capsule
Added
Added Jackass sticker capsule
Added
Added Summer 2026 Music Box
Added
Updated Operation Event Horizon Store

Available Collections

  • Arabesque
  • Spy Tech

Individual Items

  • Summer Meetup 2026 Sticker Capsule
  • Summer Meetup 2026 Attendee Signatures Sticker Capsule
  • Auto Racing Sticker Capsule
  • Fruits and Veggies Sticker Capsule
  • Random Series #3 Background
  • Random Summer 2026 Music Kit
Removed
Removed Cologne 2026 Hub from the escape menu
Timer Engine
Added
Season V

Season IV has now come to an end with Season 5 now started. All times and ranks have been reset (Although still accessible via Leaderboard filter) and replays have been reset.

Improvement
Updated to use the new refactored Options API
Improvement
Strafe stats (SSJ) rewrite

SSJ was ported from its original implementation with a few translation errors that had been quietly corrupting every number it printed. Gain and sync were being derived from your velocity rather than your movement keys, efficiency was overwritten every tick instead of accumulating across the jump, and a handful of divisions could produce nan. All of it has been corrected against the reference implementation, and the ramp-contact correction, which had never actually been running, is now active.

Heads up: your SSJ numbers will read differently than they did before. They're accurate now; previous readings weren't, so don't compare the two.

Prop Hunt
Improvement
Disguise props are now real hit targets

The disguise entity is now solid and takes damage instead of being a purely visual proxy. It uses an OBB hull on the COLLISION_GROUP_DEBRIS_TRIGGER group, so bullets and traces hit the prop you're disguised as while player movement still passes through it. Any damage it takes is forwarded to the owning player with the original attacker, inflictor, damage type and force intact.

Improvement
Disguise props follow your rotation

The disguise entity now rebuilds its position and angles from the owner's eye angles every server tick, centering the model on the player rather than snapping to their origin. Rotation-locked props hold their locked yaw. The client renderer performs the same transform per frame, so what you see is what gets shot.

Fixed
HE grenades now correctly damage disguised props

Grenades dealt inconsistent damage to prop players: physical bounces credited the grenade entity instead of the thrower, and blasts were blocked by solid props standing between the explosion and the target. Grenade damage against props is now normalised to 75, always credited to the hunter who threw it, and a sphere scan on explosion catches disguised props the engine blast couldn't reach. A per-grenade guard prevents a player being hit twice by the same explosion.

Fixed
Prop rotation hulls no longer clip through geometry

Rotation lock and unlock previously derived their hulls from the raw model width, which doesn't contain a rectangular prop at diagonal yaws. Unlocked props now use the corner radius of the model, and locking uses the actual rotated bounds. This also rotates corners around the model's horizontal center instead of its authored origin, matching where the prop is actually drawn.

Fixed
Disguise space checks now use a real hull trace

CanFitInHull performed a line trace with hull fields set, which never tested the volume it claimed to. It now runs a proper TraceHull against MASK_PLAYERSOLID, ignores your own disguise entity, and can optionally ignore the prop you're trying to become. The disguise halo preview uses the same check, so the red/green indicator matches whether the disguise will actually succeed.

Fixed
Disguise weight scoring was silently broken
Improvement
Hunter bot detection rewritten around line of sight and FOV

Hunter bots now only acquire and hold targets they can actually see. Targets must be inside the bot's field of view, visibility traces account for the solid disguise entity, and trace points scale to the prop's real height instead of using fixed human offsets. Losing sight of a target for more than a short grace period drops it and sends the bot to investigate the last confirmed position. Disguise swaps still break tracking instantly, and the bot won't investigate afterwards since the old position is no longer reliable. Target acquisition and clearing are consolidated into shared helpers, and reaction-time timers are serialised so a stale timer can't un-freeze a bot mid-swap.

Improvement
Hunter bots pick their best weapon and only fire at confirmed targets

Hunter bots now switch to the highest-priority loaded primary or secondary in their inventory instead of firing whatever they spawn holding, and won't interrupt a manual shotgun reload to do it. All engine-driven firing is suppressed, core bots would shoot breakable path obstructions, which in Prop Hunt is a wrong-prop shot that damages the hunter. Bots only fire when the target was seen recently, the aim point re-validates on the firing tick, and their aim is actually aligned. Close-quarters weapons hold fire beyond melee range.

Improvement
Bot navigation goals no longer fight the core pathfinder
Improvement
Prop bots pick better disguises and give up on unreachable ones

Prop selection now scores candidates with GetDisguiseWeight instead of a hardcoded size preference, skips props with no nearby nav area, and finds the best unique-model and repeated-model candidate in a single pass instead of two full sphere scans. Prop and model claims now store the owning bot rather than a boolean, and are validated against that bot still being alive, on the prop team and actually wearing the model, claims no longer leak when a bot dies, disconnects or fails to disguise. Bots that make no progress toward a target prop for 10 seconds, or exceed a distance-scaled deadline, release the claim and look elsewhere.

New Feature
Prop bots choose hiding spots instead of random map points

Prop bots previously teleported their goal to any random nav area on the map. They now sample reachable areas and score them on distance from hunters, whether any hunter currently has line of sight, spacing from other prop bots, nearby wall cover, and travel distance. Transit to a hiding spot has the same stuck detection as prop approach, so a bot that can't reach its spot re-picks rather than standing still for the round.

Counter-Strike Gamemode
New Feature
Bullet Penetration

Bullets can now punch through certain thin materials like wood, plastic, glass, and vents, continuing on to hit whatever's behind them. Thicker or harder materials like concrete and metal will stop or heavily weaken a shot. Expect less "hard cover" behind flimsy props and walls.

New Feature
Smoke Grenades Now Block Vision

Smoke grenades actually obscure your view now. Standing in or looking through smoke will tint your screen, and enemies (including bots) can no longer see or shoot at you through it. Use smoke to break line of sight for real pushes and retreats.

Improvement
Smarter Bomb Defusal AI

Bots defending a planted bomb now coordinate properly. Only one bot will move in to defuse it at a time instead of the whole team crowding around it. The rest of the team will hold covered positions nearby and react to your ping location while a human player is defusing.

Improvement
Smarter Hostage Rescue AI

CT bots now split up and coordinate on hostages instead of every bot wandering to a random one, and won't pile onto a hostage that's already being rescued. Terrorist bots also hold better guard positions around hostages.

Improvement
Bomb Retreat Behavior

When the bomb is close to exploding, uninvolved bots will now retreat to a safe distance instead of standing around near the blast.

Improvement
Grenade Physics

Thrown grenades bounce and settle more naturally. They won't get stuck sliding on walls, and will properly roll to a stop only when they land on the ground. Grenades that break through destroyed props will now continue forward instead of oddly bouncing back.

Improvement
Smoke Grenade Reliability

Fixed cases where a smoke grenade could clip through the map and fail to detonate properly. It will now recover and pop the smoke cloud at the last valid position it touched.

Improvement
Configurable Weapon Drop on Death

Server admins can now configure whether dying players drop their currently held gun or their primary/secondary weapon, giving more control over loot behavior on death.

Fixed
Damage Stat Tracking

Fixed an issue where damage-dealt stats could be recorded higher than the actual damage a player received, throwing off scoreboards and MVP calculations.

Fixed
Hostage Rescue Crash

Fixed a potential error when a player attempting to rescue a hostage disconnected or became invalid mid-rescue.

Guardian
New Feature
Bomb Site Attack AI

Terrorist bots attacking the bomb site will now actually pick up the C4, fight their way toward the site, and attempt to plant it if left unchecked. One bot per wave is chosen to carry the bomb, and defenders get an on-screen warning the moment a live carrier is confirmed, giving them a clear signal to intervene. If the carrier is killed before reaching the site, bomb duty passes to another bot so the wave doesn't lose its threat entirely.

Lambda Content Authoring Tools
New Feature
Assembly: Explore and Fix Map Content

Assembly is a new tool for opening a compiled map file and looking at everything packed inside it, including materials, textures, models, and sounds. Preview images, textures, and models right inside the tool, then run a content check to see what is missing, only stored loose on your computer, or already safely packed into the map. Missing or loose content can be packed in with a single click, helping you catch broken textures and missing models before you share a map.

New Feature
vScript IDE: Write Gameplay Scripts With a Real Code Edito

A brand new code editor for writing custom gameplay scripts for your maps, complete with autocomplete, live error checking, and documentation for the game's scripting functions. Test your scripts instantly in game with a single click, and push changes to an already running game without needing to restart it. A new map entity lets you drop a script straight into your level and control when it runs.

Improvement
Map Tools: More Than Just Navigation Meshes

The navigation mesh page has grown into a full Map Tools hub. Alongside generating navigation meshes, you can now open a map directly in Assembly or send it straight to Place Forge, all from the same screen.

New Feature
Workbench Leaves Beta
  • Workbench is now fully released. This update brings a new Render Tool for producing clean, transparent background screenshots for showcases.
  • Finishes can now glow with Self Illumination, letting you paint a mask so specific areas emit light regardless of scene lighting, ideal for neon and glow in the dark designs.
  • A new searchable Pattern Library gives you hundreds of official and community made patterns to build from.
  • Colour animations (ping pong, HSV cycle, pulse and RGB sine) can now be properly configured and are saved and exported correctly.
  • Marble Fade finishes gained Phong Pattern support, letting shine follow its own pattern instead of always matching the surface finish, plus a "no shine" option for flat, matte looks.
  • A long standing issue where weapons without their own shine map (MP5-SD, M4A4 and P250) showed painted looking bare metal has been fixed with a proper neutral shine fallback.
  • Lighting has been corrected so specular highlights respond properly to light angle and are no longer wrongly dimmed by tint or self illumination, and the holographic finish's colour sweep now moves in the right direction as you rotate the camera.
  • Other additions include a redesigned colour picker with hex and RGB entry and one click copying, direct export of finished kits into a Citadel project, and the option to save renders straight to a folder on your computer.
New Feature
Printworks Normal Map Generator

Foil and gold sticker styles can now generate a normal map automatically from your artwork, with strength, blur, and invert controls and a live preview, so you no longer need an outside tool to add depth to your stickers.

New Feature
Printworks Spectrum Picker

A new tool for holographic and lenticular stickers lets you sample colours directly from a holo spectrum image, giving you exact colour values to hand paint your holo mask for a specific part of the holographic effect.

Improvement
More File Types Supported in Printworks

Sticker, normal map, holo, glitter, and effect mask uploads now accept TGA and VTF files alongside regular images.

Fixed
Holographic Sticker Colour Bleeding

Holographic mask and spectrum textures no longer bleed colour at their edges, fixing visible artifacts on holo stickers.

Fixed
Sticker Texture Mix Up on Quick Switching

Quickly switching sticker styles or uploading new files could sometimes leave the wrong texture applied. This has been fixed so the correct texture always ends up in the right place.

Improvement
Clearer FGD Install Status

The Hammer entity file list now shows whether each file is not installed, installed, or needs an update, instead of a simple checkmark, so you can see at a glance which entity packs are out of date.

Fixed
Outdated Hammer Content Not Being Flagged

A bug meant outdated installed Hammer content could go undetected and never prompt you to update. Update checks now work correctly.

Added
New Dashboard Design is now a shipped experiment and is now live for all users.
New Feature
Place Forge Web UI is now no longer an experiment is now a Beta feature everyone can use.
New Feature
Navigation Mesh Generator is no longer a Labs experiment is now Beta for everyone to use.
Improvement
Nav Mesh Generator Improvements
  • Nav generation now handles stairs and closely spaced steps more reliably.
  • Navigation areas connect correctly across traversable stepped surfaces.
  • Solid map props, including vehicles and crates, are included when --game is supplied.
  • Navigation meshes no longer generate on skybox surfaces or underneath maps.
  • Removed invalid connections between playable areas and skybox boundaries.
  • Maps containing multiple enclosed play areas now retain valid navigation beneath skybox ceilings.
  • Skybox surfaces are now identified using the BSP’s compiled surface properties, matching Source’s generation behaviour.
Fixed
Navigation Mesh Generator Fixes
  • Navigation areas no longer pass through solid static props.
  • Decorative models without genuine physics collision no longer create oversized blockers.
  • Improved prop collision detection to prevent navigation areas from being generated inside models.
  • Prop collision now respects each model’s configured Source solid type.