any idea on when we might get the changes pushed? I would like to test my DOI map ports with the new 4.5k disp limit
Well, people usually have holidays you know?
Sent via a RDP connection
Is there anything we can do to get pull requests merged? There's been some sitting open upwards of four years without comment from a developer on changes that need to be made, many of which are simply additions that will not affect codebase compatibility.
Especially your pull requests should be merged.
Talking about the tool gun fixes and animation base changes.
Would it ever be possible to have better control over which workshop addons can run lua? Random workshop addons that are models/materials/sounds updating out of nowhere to add unwanted lua can get frustrating when it breaks your gamemode because of it's errors.
Could the requests github be cleaned up a little, you got issues posted from 2013, some of which seem to be added Into the game(but still remain open).
If you see such issues, do point them out on GitHub. We are not omniscient and I personally would rather focus on the actual game.
A clean work environment is a happy work environment.
List of admins is not planned to be used. News thing is also just an afterthought. I just wanted to get rid of the stupid bandaid workshop addon solution.
Regarding the commit that brings the Entity Limit from 8k to 20k, is that just the VBSP limit being increased or is that the Engine Limit also?
If so, does the split between non-networked and networked entities change with this too? What would it be now, if it does?
Any limit change affects the game as a whole, not just the SDK, what would even the point of that would be?
Anyway, I am most likely going to undo that particular change for now because I didn't expect it to affect networking.
I am hyped.
So does that mean it's still a 50/50 split? So 10k non-networked and 10k networked entities now instead of 2048 each? The Valve wiki defines networked entities as ones with associated Edicts, if there's a separate Edict limit or something.
Any possibility of increasing the AI Node limit as well? It's currently set to 1,500, which is defined by the engine itself (source), Thanks!
The number of networked edicts is controlled by a separate definition from the max entity limit (this is currently 13 in the main branch). The non-networked entity limit will scale to the amount of networked edicts reserved, so if that weren't raised, you now have 11808 new non-networked entity slots.
Edict limit has not changed. So neither has server entity limit. After looking into what MAX_MAP_ENTITIES affects, it indeed only affects vbsp. Changing edict limit would require networking changes and we are postponing those for as long as possible.
Sorry for the confusion/misinformation.
Updated the change list once again: http://wiki.garrysmod.com/changelist/
Newest stuff is tagged with today's date: 11 Jan 2019
Added support for -allowdynamicpropsasstatic to vbsp.exe
This is highly appreciated.
I would like to know if there has been any consideration to rewrite the HTML main menu to use relative units for fonts and sizing. Doing so would allow the UI to scale up to big displays while also looking identical on, say, 640x480. Chromium branch supports them where Awesomium requires JavaScript shims so obviously this is only a consideration post-Chromium switch.
I've used them in loading screens and have been really impressed by how it looks on all platforms. The only thing I do not know is whether it will impact performance in any meaningful way. Given that most of the UI remains static once it has loaded, I feel this will be minimal.
I know it's an old thing, but I'm having trouble uploading an addon with dang ol' gmpublisher. My GMA is currently 440 MBs, but I'm certain I've uploaded addons of bigger size (up to 480) before. I know the limit isn't set in stone, but I still don't know what causes it to vary. Is it because of RAM usage? Internet usage? CPU usage? Steam bandwidth usage?
Depends on where you fail. The compressed file size cannot exceed 200MB. This is a Steam limit.
But it may fail during compression, possibly if you ran out of RAM (or gmpublish runs out memory due to being 32bit).
It is planned to get rid of the limit and have Steam do the compression part, but I cannot say when it will come.
Can we get the ability to delete files in download/data folder? This would help a lot to avoid cluttering user's disk space.
I have a question regarding decompression.
When players join one of our servers, they automatically download Workshop addons while joining, since I have resource.AddWorkshop set up for the content packs. However, I also have to have a fallback for FastDL for at least the maps, because a non-insignificant chunk of the time, those addons fail to download/extract/mount/etc properly.
GMod never seems to detect this, nor attempt to fix it, and the addons will remain forever broken unless somebody manually intervenes, or the addon is detected as out of date.
The only semi-reliable solution to this I've found is to have players manually delete the GMAs from GarrysMod/garrysmod/downloads/server and try again, and even then that doesn't work a lot of the time.
Could this issue be caused by decompression failing, potentially with them running out of RAM? And if so, might we see a significant drop in cases where this happens once 64-bit is released?
Garry's Mod Dev Branch
Latest stuff is there, marked with today's date. (18 Jan)
It could probably be caused by many things, again, the filesystem upgrade that was shelved last year is planned to be pushed this year, hopefully sooner than later so this kind of thing should be handled by Steam.
What's happening between "Client info sent!" and "Starting Lua..."? It really likes to take it's time, I suppose it's lua cache being downloaded. For some reason, 2 mb worth of lua cache (1603 files) take nearly 2 minutes to download. Why is it so slow?
So I guess it really is just people having to redownload the cache that everyone is complaining about, which you only need to do once.
I don't have a problem with it.
Never had one.
I had a few problems with p2p and slow connection when joining others.
The problem disapered after I cleared the cache folder.
What does copy faster, 1603 indexed files with lower kilobytes or one single 2mb zip file
It is very noticeable when you join new server for a first time. User has no proper indication on what's going on and might think server just crashed or something.
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