• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Giraffen93;49761567][vid]https://my.mixtape.moe/bapswx.webm[/vid][/QUOTE] is that.. pingu??
[QUOTE=Z0mb1n3;49762768]is that.. pingu??[/QUOTE] Yes [t]http://rp.braxnet.org/emotes/noot.gif[/t]
[url]https://github.com/blog/2111-issue-and-pull-request-templates[/url]
[QUOTE=Ducky3426;49764329][url]https://github.com/blog/2111-issue-and-pull-request-templates[/url][/QUOTE] YES! YEEEEEEEEEEEES
[quote] • Crazy physics catcher improvements, works for all ents & catches a few extra cases • Added sv_crazyphysics_remove, sv_crazyphysics_defuse, sv_crazyphysics_warning • Removed sv_removecrazyphysics • Fixed utf8.len for single-byte inputs [/quote] On the dev branch now.
[QUOTE=Willox;49765907]On the dev branch now.[/QUOTE] Can you explain what exactly changed for physics handling and what defuse does?
Nothing was changed in "physics handling", what was changed is where the crazy physics is now detected ( a bit earlier than it used to be ) as well as that it is now applied to most entities ( like ragdolls now, which used to not have this ) Defuse basically sets the velocity and angular velocity to 0 once they go too high.
[QUOTE=Robotboy655;49767222]Nothing was changed in "physics handling", what was changed is where the crazy physics is now detected ( a bit earlier than it used to be ) as well as that it is now applied to most entities ( like ragdolls now, which used to not have this ) Defuse basically sets the velocity and angular velocity to 0 once they go too high.[/QUOTE] Yay, the crappy Lua scripts to fix this might be obsolete now.
ok seriously everything on the player resets, bone scaling too what the hell was changed in the last few updates??
I have few requests about render.Capture, if you want guys, i would create a github request too Now we can write png files and jpg...I think we can get something really cool about this! Example...Png format it's completly broken! For alpha, what about, when we call render.Capture, we just capture visible pixels during that frame, example, calling this on HUDPaint would just draw wherever we just drawn Imagine how cool would be this, we could render and create dynamic avatars! render our stuff and save lots of callbacks! Even more, streaming textures, just imagine how many stuff can you do about this Anyway, render.Capture won't render outside the screen, if you render outside width or height, this will return a 0 bytes file
If map version differs, instead of kicking can we have it override the current version and download the version requested from the server?
[QUOTE=dezamb;49768934]If map version differs, instead of kicking can we have it override the current version and download the version requested from the server?[/QUOTE] But with a popup that asks you if you want to allow it.
Can we get a way to capture mouse wheel input when GUI.EnableScreenClicker() is enabled? The only way I can manage to get mouse wheel input is in derma panels and when the screen clicker isn't enabled using usercmd's
I know it's been brought up quite a bit, but would it be possible to have [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/Entity/SetModelScale"]Entity:SetModelScale[/URL] not misbehave when used on players? Using it creates sticky or spongy collisions on a player. Or even better, if we could have a function that just scales hitboxes.
I don't know if this is the place for it, but is there any chance to have a lua binding for SetModelInstance and GetModelInstance? It would be useful for preserving decals, like how ragdoll corpses do this internally.
We're planning to release the next update on Monday at 3PM UTC. There will be a full changelog posted in this thread over the weekend. [QUOTE=SFArial;49770980]I don't know if this is the place for it, but is there any chance to have a lua binding for SetModelInstance and GetModelInstance? It would be useful for preserving decals, like how ragdoll corpses do this internally.[/QUOTE] It would probably be safest to only bind SnatchModelInstance, but I do like the idea. The place for it is @ [url]https://github.com/Facepunch/garrysmod-requests[/url] (no need to post this there any more).
[QUOTE=Z0mb1n3;49770395]I know it's been brought up quite a bit, but would it be possible to have [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/Entity/SetModelScale"]Entity:SetModelScale[/URL] not misbehave when used on players? Using it creates sticky or spongy collisions on a player. Or even better, if we could have a function that just scales hitboxes.[/QUOTE] Specifically, the scaled player will collide with others as if he hasn't been scaled, but others will collide with the scaled player as if he has. [url]https://github.com/Facepunch/garrysmod-issues/issues/2193[/url]
[QUOTE=Ott;49773470]Specifically, the scaled player will collide with others as if he hasn't been scaled, but others will collide with the scaled player as if he has. [url]https://github.com/Facepunch/garrysmod-issues/issues/2193[/url][/QUOTE] Yeah, I was getting around it by networking the new Hull, and then using EnableMatrix to scale the player, but then I realized that wouldn't let traces hit.
Is there any way we could get something like this for the client [url]https://github.com/Facepunch/garrysmod-requests/issues/371[/url] Surely there should be a way as the client knows when it is timing out as it shows the auto disconnect message in the top of the screen.
[QUOTE=Giraffen93;49767365]ok seriously everything on the player resets, bone scaling too what the hell was changed in the last few updates??[/QUOTE] i know i'm super spamming this, but has nobody else experienced this? i'm almost thinking it's something of mine that's causing it, but i have really no idea what
[url]http://wiki.garrysmod.com/changelist/[/url]
I'm curious, exactly which concommands did you flag as cheats?
[QUOTE=Willox;49719408][vid]http://scrnsht.me/u/lpb/raw[/vid][/QUOTE] I'm actually really interested in this. Does that menu get the models from the pack directly from the GMA or is that just a pre-set model table that updates when it's mounted? If so could you share some code on how that works in your video? I hate to ask but I really find this useful.
[QUOTE=kpjVideo;49779589]I'm actually really interested in this. Does that menu get the models from the pack directly from the GMA or is that just a pre-set model table that updates when it's mounted? If so could you share some code on how that works in your video? I hate to ask but I really find this useful.[/QUOTE] file.Find with second argument being the exact addon title will only look in that addon
The anti-crazy physics considers the Airboat vehicle to be a problem and removes it soon after you spawn it [QUOTE]Crazy origin on entity [40][prop_vehicle_airboat] Origin: [-240.051025, 184.609390, -16407.589844] Angles: [0.000000, 112.340126, 360.000000] Velocity: [0.000000, 0.000000, -3987.000000] Angular Velocity: [0.000000, 0.000000, -0.000000] Defusing! Removing![/QUOTE] Is it possible to fix the Airboat so that it no longer triggers the remover?
[QUOTE=Masterlegodude;49779789]The anti-crazy physics considers the Airboat vehicle to be a problem and removes it soon after you spawn it Is it possible to fix the Airboat so that it no longer triggers the remover?[/QUOTE] [t]http://images.akamai.steamusercontent.com/ugc/550933323090552036/CB64E5F5D8230EDD7AD7B84949874262AF326165/[/t] Works on my machine™
[QUOTE=Willox;49778755][url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE] What happend to manual lua refresh?
[QUOTE=Willox;49778755][url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE] Still no text alignment :/
[QUOTE=Masterlegodude;49779789]The anti-crazy physics considers the Airboat vehicle to be a problem and removes it soon after you spawn it Is it possible to fix the Airboat so that it no longer triggers the remover?[/QUOTE] The Z position of my Airboat becomes exactly "-16407.589844" too. Sounds like a separate bug, but It'll be fixed of course.
I remember someone said that addons don't get updated while joining a server if the client already has an older version of the addon installed. Is this a bug or is this the right behaviour? If so, can this be changed somehow?
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