does it remember what you selected for the physgun beam yet?
You are a awesome man, _killburn.
God damn every update is so useful these days
Yay, Update.
"Fixed lamps projecting backwards" brings a tear to my eye.
About damn time the lamps got fixed. I always had to weld something behind every lamp to stop the light.
[quote]Fixed lamps projecting backwards[/quote]
I love you so much
garry give _killburn some of your lodsofemone for fixing so much stuff
Sweet, Gmod update. And lots of goodies in it.
Now I'm curious, what caused the lamp bug and why has it lasted this long?
I wonder if GMOD will ever be updated to the latest version of source up for licence or will that break everything too much?
[QUOTE=Tuskin;44443511]I wonder if GMOD will ever be updated to the latest version of source up for licence or will that break everything too much?[/QUOTE]
At this point I'd rather things not get updated.
I mean, I can't remember the last time I installed something via non-workshop (because it wasn't on the workshop) and it worked.
[QUOTE=TheCombine;44443460]Now I'm curious, what caused the lamp bug and why has it lasted this long?[/QUOTE]
Valve never culled the part behind the lamp in their shaders and it was extremely hard to fix that because:
- You have to stick to a maximum number of operations if you want to remain compatible with older GPUs (and Valve already reached that limit)
- The same code is duplicated in 3 different shaders
- It can take up to 5 hours to recompile all the shaders
It was a massive pain in the ass and I completely understand why Garry never fixed it. In fact he tried everything that was suggested on the forums and none of the suggested fixes was right. :v:
[QUOTE=Tuskin;44443511]I wonder if GMOD will ever be updated to the latest version of source up for licence or will that break everything too much?[/QUOTE]
The thing is, we're pretty much running on our own branch of the Source engine now because there are so many changes in the engine due to all the Lua hooks. Merging it with the Portal 2 branch would probably break a lot of things (although it could be worth a try if I ever get my hands on it).
Thank you. So much. It really needed it.
love the update, thanks killburn
[QUOTE=_Kilburn;44443636]Valve never culled the part behind the lamp in their shaders and it was extremely hard to fix that because:
- You have to stick to a maximum number of operations if you want to remain compatible with older GPUs (and Valve already reached that limit)
- The same code is duplicated in 3 different shaders
- It can take up to 5 hours to recompile all the shaders
It was a massive pain in the ass and I completely understand why Garry never fixed it. In fact he tried everything that was suggested on the forums and none of the suggested fixes was right. :v:
The thing is, we're pretty much running on our own branch of the Source engine now because there are so many changes in the engine due to all the Lua hooks. Merging it with the Portal 2 branch would probably break a lot of things (although it could be worth a try if I ever get my hands on it).[/QUOTE]
So how did Garry fix it then????????
[QUOTE=meppers;44445418]So how did Garry fix it then????????[/QUOTE]
He didn't.
bullet.Attacker seems to be returning a null entity, eek
hook.Add("EntityFireBullets","bullettest",function( ent, bullet )
print(bullet.Attacker)
end)
prints [NULL Entity]
it would be cool if the turret tool came back in vanilla.
[QUOTE=SomeShet;44447044]Matrices can now be multiplied by vectors.[/QUOTE]
Well, that could be interesting.
[QUOTE]Combine balls not colliding with players[/QUOTE]
[QUOTE=Ylsid;44446143]bullet.Attacker seems to be returning a null entity, eek
hook.Add("EntityFireBullets","bullettest",function( ent, bullet )
print(bullet.Attacker)
end)
prints [NULL Entity][/QUOTE]
I think that's normal because the attacker is usually ent. bullet.Attacker seems to be rarely set in the engine for some reason.
[QUOTE=endorphinsam;44447044]it would be cool if the turret tool came back in vanilla.[/QUOTE]
Along with all the other tools that got removed, like Adv Ballsocket and RT Cameras
I still don't understand why advanced ballsocket was removed. It was easily one of the most powerful tools in the game.
[QUOTE=_Kilburn;44447661]I think that's normal because the attacker is usually ent. bullet.Attacker seems to be rarely set in the engine for some reason.[/QUOTE]
how unusual- is there a way to find the attacker from the bullet at all?
[QUOTE=Ylsid;44448574]how unusual- is there a way to find the attacker from the bullet at all?[/QUOTE]
If bullet.Attacker isn't valid then the attacker is the entity that fired it (aka ent). Yeah it's weird, but it seems to be how Valve does it.
Now could you try getting Multicore Rendering working?
[QUOTE=_Kilburn;44448678]If bullet.Attacker isn't valid then the attacker is the entity that fired it (aka ent). Yeah it's weird, but it seems to be how Valve does it.[/QUOTE]
thanks kilburn, I've noticed another peculiarity/intentional? thing with the function
changing the bullet's attributes doesn't seem to do anything at all, such as I can't plant a callback func into the bullet or increase the damage, etc
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