• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Giraffen93;49520404]yo _Kilburn you made those changes rite? you know what i'm talking about here?[/QUOTE] Yeah, SetupDataTables should be called on both the server and the client now, my bad for not mentioning that in the commit notes. [QUOTE=Noi;49520479]RenderOverride should always work on any entity.[/QUOTE] Right, that must be an oversight on my part then, I'll look into it. [QUOTE=DarthTealc;49520922]Made an issue [url]https://github.com/Facepunch/garrysmod-requests/issues/622[/url] Rushed example [t]https://i.imgur.com/Wh78Rzq.jpg[/t] The design might need adjustment to suit it better but I just wanted to demonstrate the basic concept.[/QUOTE] This is something I've always wanted to do personally. HTML might be more flexible but having the entire menu being an HTML panel doesn't work so well if that means always having the console in front and not being able to have several dialogs open at the same time. I don't know what everyone else thinks about this but it's something I'd definitely like to look into later.
[QUOTE=code_gs;49518135]Then people aren't getting the file. BASS error 41 is DNE.[/QUOTE] Well that doesn't make sense, all the files are in the same workshop file. Others seem to be working while some are not. And whether they work or not is inconsistent. And as I've mentioned, *all* of these files have worked before.
Can we get more CNavArea functions/a way to access a CNavArea's C++ variables?
I don't mean to be a bother but several months ago I asked for some rendering hooks to modify how world models of weapons got draw (PreDrawWorldModel, PostDrawWorldModel), now that we have a few more people working on GMod can this be looked into again? Right now my current workaround for this is really hacky. :v: [code]hook.Add( "OnEntityCreated", "WorldModelHooks", function( ent ) if not IsValid( ent ) or not ent:IsWeapon() then return end timer.Simple( 1, function() local oldDraw = ent.DrawWorldModel function ent:DrawWorldModel() if hook.Call( "PreDrawWorldModel", GAMEMODE, ent ) ~= false then if oldDraw then oldDraw( self ) else self:DrawModel() end end hook.Call( "PostDrawWorldModel", GAMEMODE, ent ) end local oldDraw = ent.DrawWorldModelTranslucent function ent:DrawWorldModelTranslucent() if hook.Call( "PreDrawWorldModel", GAMEMODE, ent ) ~= false then if oldDraw then oldDraw( self ) else self:DrawModel() end end hook.Call( "PostDrawWorldModel", GAMEMODE, ent ) end function ent:RenderOverride() if hook.Call( "PreDrawWorldModel", GAMEMODE, ent ) ~= false then ent:DrawModel() end hook.Call( "PostDrawWorldModel", GAMEMODE, ent ) end end ) end )[/code] Obviously this isn't ideal. I've already made a github request for this in April and there's been no movement since. [url]https://github.com/Facepunch/garrysmod-requests/issues/209[/url]
Now that we have transparent HTML that we can maybe use for HUD elements, can we get [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/DHTML/SetScrollbars]DHTML/SetScrollbars[/url] to work?
Just reposting because we're on the next page: [quote=MaximLaHaxim;335334]Can we get more CNavArea functions/a way to access a CNavArea's C++ variables?[/quote] Would really make rewriting AI pathfinding possible (source engine pathfinding relies on cnavarea functions that haven't been ported to GMod lua)
[QUOTE=bobbleheadbob;49522232]Now that we have transparent HTML that we can maybe use for HUD elements, can we get [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/DHTML/SetScrollbars]DHTML/SetScrollbars[/url] to work?[/QUOTE] You just use CSS
Actually wait, if I included the right headers could I add the missing CNavArea funcs to lua with a module?
[QUOTE=MaximLaHaxim;49522244]Just reposting because we're on the next page: Would really make rewriting AI pathfinding possible (source engine pathfinding relies on cnavarea functions that haven't been ported to GMod lua)[/QUOTE] Post what you need on GitHub.
[QUOTE=Robotboy655;49522897]Post what you need on GitHub.[/QUOTE] Done. [url]https://github.com/Facepunch/garrysmod-requests/issues/625[/url]
[QUOTE=MaximLaHaxim;49523394]Done. [url]https://github.com/Facepunch/garrysmod-requests/issues/625[/url][/QUOTE] Couldn't this also be used for Scripted NPCs as well? Would be cool to have NPCs that use both Navmesh and AI Nodes. I have been trying to get scripted NPCs to also use navmesh like nextbots, hopefully this variables might be useful!
[QUOTE=vrej;49523641]Couldn't this also be used for Scripted NPCs as well? Would be cool to have NPCs that use both Navmesh and AI Nodes. I have been trying to get scripted NPCs to also use navmesh like nextbots, hopefully this variables might be useful![/QUOTE] You'd need to rewrite the path system so it can't only be called on Nextbots (which I'm working on right now, just need the CNavArea functions to be added). Once The CNavArea functions get added, I'll finish it and release it. [editline]13th January 2016[/editline] Willox told me he'd add the CNavArea functions later :D
[QUOTE=Willox;49522409]You just use CSS[/QUOTE] I'm not sure I follow. You can disable scrollbars through CSS?
[QUOTE=bobbleheadbob;49526515]I'm not sure I follow. You can disable scrollbars through CSS?[/QUOTE] [code]body { overflow: hidden; }[/code]
I just wanna say, thanks to the Devs for kicking out so many changes over the last few days. Especially Awesomium transparency and concurrent Workshop downloads. Love you guys. <3
• Fixed that sneaky assert that popped up in the dev branch (also fixes memory being leaked for every Workshop download that occurs) • Fixed Awesomium view leak (left behind processes) • Fixed incorrect line numbers being reported for errors when using C-styled multiline comments • Added Awesomium panel hooks: OnDocumentReady, OnChildViewCreated, OnChangeTitle, OnChangeTargetURL • Added Awesomium panel methods: Refresh, Stop, GoBack, GoForward, GoToHistoryOffset • WorkshopDL tasks are now concurrent, up to 3 run at a time while you are joining a server Information on the Awesomium panel hooks can be found in dhtml.lua on the dev branch. Not sure what I plan on doing tonight yet.
[QUOTE=Willox;49535111]• WorkshopDL tasks are now concurrent, up to 3 run at a time while you are joining a server[/QUOTE] This makes switching to WorkshopDL worth it.
[QUOTE=code_gs;49518135]Then people aren't getting the file. BASS error 41 is DNE.[/QUOTE] This is actually wrong, 41 means unsupported file format. Can we implement this as a fix? [url]http://www.un4seen.com/forum/?topic=11371.0[/url]
Is it me or is it some kind of bug, whenever i have tf2 updated, my gmod just crashesh on startup?
[QUOTE=SteppuFIN;49536117]Is it me or is it some kind of bug, whenever i have tf2 updated, my gmod just crashesh on startup?[/QUOTE] try validating your TF 2 files
[QUOTE=SteppuFIN;49536117]Is it me or is it some kind of bug, whenever i have tf2 updated, my gmod just crashesh on startup?[/QUOTE] Blame Steam for corrupting your TF2 .vpk files.
[QUOTE=Willox;49535111] • WorkshopDL tasks are now concurrent, up to 3 run at a time while you are joining a server Information on the Awesomium panel hooks can be found in dhtml.lua on the dev branch. Not sure what I plan on doing tonight yet.[/QUOTE] Workshop download list gets cleared when you cancel joining into a server? Last time i've tried it (Can't remember) this still were an annoying thing
[QUOTE=gonzalolog;49536680]Workshop download list gets cleared when you cancel joining into a server? Last time i've tried it (Can't remember) this still were an annoying thing[/QUOTE] That was fixed in 2015.
[url]https://github.com/garrynewman/garrysmod/pull/1113[/url] Want an 8% increase in halo rendering speed with no visual change? Just [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/render/SuppressEngineLighting]render.SuppressEngineLighting( true )[/url]. [t]http://images.akamai.steamusercontent.com/ugc/359527056815494183/67DDEBCBC46AC62F116CD050B9B9B993319EFAB8/[/t] EDIT: It can merge now.
-snipe-
[QUOTE=Willox;49535111]• Fixed that sneaky assert that popped up in the dev branch (also fixes memory being leaked for every Workshop download that occurs) • Fixed Awesomium view leak (left behind processes) • Fixed incorrect line numbers being reported for errors when using C-styled multiline comments • Added Awesomium panel hooks: OnDocumentReady, OnChildViewCreated, OnChangeTitle, OnChangeTargetURL • Added Awesomium panel methods: Refresh, Stop, GoBack, GoForward, GoToHistoryOffset • WorkshopDL tasks are now concurrent, up to 3 run at a time while you are joining a server Information on the Awesomium panel hooks can be found in dhtml.lua on the dev branch. Not sure what I plan on doing tonight yet.[/QUOTE] I was able to download 2.06gb(8,562 files) of server content, compressed by the workshop into 526mb while joining a server in roughly 30-40 seconds from connect to playing. I'm in love.
[QUOTE=slayer3032;49539598]I was able to download 2.06gb(8,562 files) of server content, compressed by the workshop into 526mb while joining a server in roughly 30-40 seconds from connect to playing. I'm in love.[/QUOTE] How many separate addons was that? If you rejoin the server you'll probably have a bad time until the dev branch updates later tonight btw. (I just ran a test and can get 1.8GB in 2 minutes (Steam caches stuff)). Without that cache it takes me 6 minutes to download that much, which is 750MB when compressed.
[QUOTE=Willox;49539666]How many separate addons was that? If you rejoin the server you'll probably have a bad time until the dev branch updates later tonight btw. (I just ran a test and can get 1.8GB in 2 minutes).[/QUOTE] 10 addons
[QUOTE=Willox;49539666]How many separate addons was that? If you rejoin the server you'll probably have a bad time until the dev branch updates later tonight btw. (I just ran a test and can get 1.8GB in 2 minutes (Steam caches stuff)). Without that cache it takes me 6 minutes to download that much, which is 750MB when compressed.[/QUOTE] Whoops, sorry I was a little off! Made sure to clear everything first. It took me exactly 58 seconds on my old i7 with 6gb of ram and a 5870. Comcast recently upped all their plans so I get like 75mbps down which is high by most standards but far from what many people have available. This shit is crazy, I remember waiting for hours for FastDL to finish and then having to download "content packs". Pretty sure this bit of content couldn't even go on the downloadables string table anyways. [editline]15th January 2016[/editline] Actually I have no idea how this can be so crazy fast, I know it's 527mb of compressed GMA's. But at like 10MB/s that still should be 52 seconds for just the download. Either way it's insanely fast.
Since Garry's Mod seems to be having more development recently, I'd like to turn our attention back to Awesomium for a moment. I've made a post similar to this one in the past, located [URL="https://facepunch.com/showthread.php?t=1485127&p=48950004&viewfull=1#post48950004"]here[/URL], which gained a lot of traction initially, however ultimately there was no progress made as a result. It would be beneficial for everyone if this one [I]did[/I] result in some action. As I have stated many times before, Awesomium does not support [B]many[/B] HTML5 features, especially those dealing with media playback. This has forced developers for the Cinema Gamemode to create workarounds using Flash-based players in order to get things that are [I]basic features[/I] in modern browsers to work in Awesomium. It doesn't even support H.264 in HTML5, which is the de facto standard for videos using the MPEG4 File Format, or [B]MP3 File Playback[/B]! [URL=https://html5test.com/]HTML5 Test[/URL] shows that Awesomium scores 335 out of 555 points, whereas Chrome 47 (what I'm running on my Desktop) scores 496 out of 555 points. That's a difference of [I][B]161 features that are missing.[/B][/I] And, if you haven't heard yet, Flash Player is being phased out of practically everything. It is full of security holes, as I'm sure you've seen in the news. As a result, many video services are phasing it out and moving to HTML5. This includes the likes of [URL=http://blog.twitch.tv/2015/07/video-player-controls-now-in-html/]Twitch[/URL], KissAnime/KissCartoon/KissAsian, and even [URL=http://youtube-eng.blogspot.com/2015/01/youtube-now-defaults-to-html5_27.html]YouTube[/URL], which is the very lifeblood of the Cinema Gamemode. Put quite frankly, the Cinema Gamemode and any future projects that rely on these technologies [B]will die within the next year or so[/B] if Awesomium is not replaced. We're already using workaround after workaround just to keep things working. For example, I'm having to use a version of the YouTube API and Player that has been [URL=https://developers.google.com/youtube/js_api_reference]marked deprecated since the beginning of last year[/URL], and could stop working at any moment, [URL=https://github.com/pixeltailgames/cinema/issues/99]just to get videos to play in HD[/URL] and not get stuck in 3D Mode. The lack of HTML5 Support also hinders developers wanting to use its features, such as 2D or 3D Graphics rendering. For example, [URL="http://lab.aerotwist.com/webgl/strange-attractor/"]this[/URL] or [URL="http://madebyevan.com/webgl-water/"]this[/URL] or even something as complex as [URL="http://cabbi.bo/enough/"]this[/URL]. You may argue that those are niche examples and things similar to them won't be made in GMod. However, a real scenario where this situation has proven to be in the way is in the creation of a Clientside Physics Engine (not using Source's built-in functions due to its inability to handle physics smoothly with many players), for use in an upcoming project my development team and I are creating. There are obviously a few ways we could execute such a system, however the simplest way is to use HTML5 to calculate things for us. WebGL inside of HTML5 is capable of simulating a variety of physics-based scenarios, including complex ones involving even water. The ability to use WebGL/HTML5 to accomplish this would make development for such a system a great deal more simple, as we wouldn't have to write everything in Lua, thus reducing development time. Not withstanding all of this, [B]Awesomium is an incredible resource hog[/B] (emphasis mine): [QUOTE=Zeh Matt;48542981]Follow up from: [url]http://facepunch.com/showthread.php?t=1474548&p=48388019&highlight=#post48388019[/url] I've been digging further into the performance loss that comes with the game and I think the evil has been identified. [IMG]https://l0dhta-sn3301.files.1drv.com/y3mvVvMM9vWcBFm36QIWLaSrc91Se62UIq3Q1ls9eP98OhoOsWiUtrxSHHtl3qKjywE51AgrBQYNZXIrffvkln67TGmEyvm3rIn-VuSuW9tv4qcLzuPUNIwdxH7PgngKglFrA3XoxICCKwmIcoM-U2ihQbkYt5QR6pH2iq8aYMFRik/gmod.png?psid=1[/IMG] [B]Awesomium alone takes 20 to 30% of each frame it seems[/B], it alone is doing a lot of cache misses (Meaning its bad, unpredictable memory access)[/QUOTE] This is, quite honestly, unacceptable. Players that have lower specification computers are getting a huge performance hit right out of the gate [I]just by running Garry's Mod[/I], even when Awesomium isn't doing practically anything. Think about all of the people that still have Dual Core Laptops from 2008 that can barely run the game because of this, let alone try and watch videos in Cinema or really experience anything else that's web-based. I used to be one of those people, and trust me when I say, watching videos at 8FPS is not an enjoyable experience. I once again call for the Developers of Garry's Mod to [B][I][URL=https://github.com/Facepunch/garrysmod-requests/issues/531]Replace Awesomium[/URL][/I][/B] with a web framework that supports technologies that have been [URL=https://en.wikipedia.org/wiki/HTML5_video#Browser_support]supported in major web browsers since 2011[/URL]. I'm tired of Awesomium's poor performance, I'm tired of writing workarounds for it, and I'm tired of having an idea involving web elements and not being able to do it because we're stuck with this piece of garbage. [B]tl;dr[/B] GMod's web framework doesn't support features we need for Cinema to continue to survive, it prevents developers from doing a lot of things that were possible in other web browsers 5 years ago, and it has incredibly poor performance. It needs to be replaced.
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