• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Neat-Nit;49842728]Why not "the key next to the 1 key"?[/QUOTE] "nothing happens when I press '2'" Also, they might think you mean the numpad 1.
[QUOTE=vrej;49841657]Does this fix the bug where if an entity was parented to something, and you called ent:GetPos(), it gave a position that is no where close to where the entity actually is?[/QUOTE] No. You'll find that the PhysObj now just stays within a certain distance of the entity, but it won't be constantly updated. I'd rather have just removed the physics until the entity is unparented, but certain objects have special code (such as ENT:Initialize) that can't just be called multiple times to recreate the physics.
[QUOTE=Willox;49842777]No. You'll find that the PhysObj now just stays within a certain distance of the entity, but it won't be constantly updated. I'd rather have just removed the physics until the entity is unparented, but certain objects have special code (such as ENT:Initialize) that can't just be called multiple times to recreate the physics.[/QUOTE] Does this fix when an entity is parented to another so that when the parent entity leaves your pvs the child entity loses its parent? I'm having this issue when parenting a clientside ragdoll to a player, using a timer to check right now.
[media]https://twitter.com/FacepunchBot/status/704696694294896640[/media] :wow: (am I reading this right?)
[QUOTE=Bo98;49844137][media]https://twitter.com/FacepunchBot/status/704696694294896640[/media] :wow: (am I reading this right?)[/QUOTE] It's only March 1st, not April 1st! It's too soon! (But, my god, the possibilities...)
[QUOTE=Revenge282;49844158]It's only March 1st, not April 1st! It's too soon! (But, my god, the possibilities...)[/QUOTE] Missed opportunity. But no, this doesn't mean anything. We cannot compile vphysics without IVP, which we do not have.
[QUOTE=Robotboy655;49844181]Missed opportunity. But no, this doesn't mean anything. We cannot compile vphysics without IVP, which we do not have.[/QUOTE] :why: [editline]1st March 2016[/editline] :cry:
Bring out the monkey typewriters
[QUOTE=Giraffen93;49846018]Bring out the monkey typewriters[/QUOTE] [IMG]https://media.giphy.com/media/5Zesu5VPNGJlm/giphy.gif[/IMG] I haven't been very active lately, so sorry if this has recently been brought up somewhere on the forums - wasn't able to find anything relevant. [URL="https://github.com/Facepunch/garrysmod-issues/issues/1430"]This issue[/URL] has been around for quite some time and affects some users. None of them have been able to find out, what exactly causes it. A specific case can be found [URL="https://github.com/Metastruct/garrysmod-chatsounds/issues/50"]here[/URL] with some details provided. Has anyone experienced this issue or can this be looked into by the current set of Garry's Mod maintainers at some point?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=635088722[/url] Another one was ( Requesting Full Game Update ), or something.
Hey Willox, could we get an update on Chromium Embedded Framework replacing Awesomium? Is that still happening?
Anyone have an idea why, for all viewmodels, using SendViewModelMatchingSequence for the deploy animation will have a 50/50 chance of making it invisible? Some people need to use that function instead of SendWeaponAnim.
[QUOTE=thegrb93;49850037][url]http://steamcommunity.com/sharedfiles/filedetails/?id=635088722[/url] Another one was ( Requesting Full Game Update ), or something.[/QUOTE] Should be fixed in dev branch
[QUOTE=Noi;49857172]How to prevent game menu from being opened? Last time gui.HideGameUI() in some hook around RenderScene worked perfectly, but now game menu shows for frame or two.[/QUOTE] PreRender should work.
I have previously used PlayerBindPress, im unsure if it still works.
Can we please show some love for the server browser? It's been a huge issue ever since it was changed. Especially the region issues.
[QUOTE=RediL;49860642]Can we please show some love for the server browser? It's been a huge issue ever since it was changed. Especially the region issues.[/QUOTE] I agree. Different sorting methods would be a godsend to newly developed gamemodes.
[QUOTE=thegrb93;49850037][url]http://steamcommunity.com/sharedfiles/filedetails/?id=635088722[/url] Another one was ( Requesting Full Game Update ), or something.[/QUOTE] More (CBaseClientState::ProcessServerInfo failed) Player (RFAI) PFC Anti-Socialâ„¢ left the game (String tables must be powers of two in size!, 35130 '
I'm experiencing a weird, obscure glitch when using SetPos on effects. Here's a video of it: [video=youtube;L7VufiuKZcE]https://www.youtube.com/watch?v=L7VufiuKZcE[/video] Also pictured is a far more common bug that has plagued gmod for a very long time - spawn menu's searching is borked as fuck. If you ask me, this should be a higher priority. If the search isn't finish, don't say "0 results found", just say you're searching! Sorry the video is a bit slow, I didn't really plan it out. Basically, when you move an effect with SetPos it moves just fine, but as soon as you grab it with your physics gun, its angle resets. I'd put it on the github issue tracker but first I want to make sure this is an actual bug and not intended behavior. As for the search bug - I'd be really surprised if the devs don't know about it, it has been in garry's mod for a very long time. Edit: SetPos issue can be worked around with this ridiculous line after calling SetPos: [lua]ent:SetAngles(ent:GetAngles())[/lua] Yes, really. :/
You could fix the searching problem yourself, and submit a pull request.
[QUOTE=Neat-Nit;49865031]Also pictured is a far more common bug that has plagued gmod for a very long time - spawn menu's searching is borked as fuck. If you ask me, this should be a higher priority. If the search isn't finish, don't say "0 results found", just say you're searching![/QUOTE] spam the search button :v: the even bigger issue i think is the fact that it's hard capped at displaying 128 results, even if there are more. a paging system or something would be nice i posted about this a while ago and i don't think anything happened to it, but i don't use the search that often now so i wouldn't know
I am really considering the option of fixing it and making a pull request, but I'm afraid of going down that rabbit hole - I'm already deep inside a completely different rabbit hole.
[QUOTE=Neat-Nit;49865031]I'm experiencing a weird, obscure glitch when using SetPos on effects. Here's a video of it: Also pictured is a far more common bug that has plagued gmod for a very long time - spawn menu's searching is borked as fuck. If you ask me, this should be a higher priority. If the search isn't finish, don't say "0 results found", just say you're searching! Sorry the video is a bit slow, I didn't really plan it out. Basically, when you move an effect with SetPos it moves just fine, but as soon as you grab it with your physics gun, its angle resets. I'd put it on the github issue tracker but first I want to make sure this is an actual bug and not intended behavior. As for the search bug - I'd be really surprised if the devs don't know about it, it has been in garry's mod for a very long time. Edit: SetPos issue can be worked around with this ridiculous line after calling SetPos: [lua]ent:SetAngles(ent:GetAngles())[/lua] Yes, really. :/[/QUOTE] Turns out this is caused by SOLID_BBOX which is set by PhysicsInitBox/Sphere used by prop_effects. Will be fixed, wiki pages of relevant functions were updated with warnings. [editline]5th March 2016[/editline] [url]http://wiki.garrysmod.com/changelist/[/url] Changelist updated to include all the latest stuff.
[QUOTE=bobbleheadbob;49860889]I agree. Different sorting methods would be a godsend to newly developed gamemodes.[/QUOTE] I agree that the server list is less than ideal for new gamemodes but has anybody actually come up with a suggestion on [I]how[/I] to improve it that would actually work? The "switch to the old server browser" suggestion I see time and time again is stupid and I don't see how it helps. Instead of being in a somewhat guessable location on a smallish list, you're in a indeterminate location in a massive list. What sorting methods did you have in mind?
[QUOTE=Bo98;49869408]I agree that the server list is less than ideal for new gamemodes but has anybody actually come up with a suggestion on [I]how[/I] to improve it that would actually work? The "switch to the old server browser" suggestion I see time and time again is stupid and I don't see how it helps. Instead of being in a somewhat guessable location on a smallish list, you're in a indeterminate location in a massive list. What sorting methods did you have in mind?[/QUOTE] The only reason why I bang on about "go back to the old method" is because it's an established, full featured server list. It's not massively better as you're right; it's possible to get lost en mass there; however the fact an assortment of gamemodes appear as opposed to the "top gamemode" is a huge difference.
[QUOTE=Teddi Orange;49869430]The only reason why I bang on about "go back to the old method" is because it's an established, full featured server list. It's not massively better as you're right; it's possible to get lost en mass there; however the fact an assortment of gamemodes appear as opposed to the "top gamemode" is a huge difference.[/QUOTE] Sorting the gamemodes list randomly would have a better effect as I would be very surprised if I stumbled across a single server gamemode in the legacy browser.
[QUOTE=DarthTealc;49869486]I submitted a modification last year which stops the major issue of gamemode-killing but doesn't really do anything else to the list. It's not ideal but it's better than what we currently have. [url]https://github.com/garrynewman/garrysmod/pull/992[/url] [t]https://i.imgur.com/nWxzr6z.png[/t] That's the view you get right away when opening the server list. All gamemodes, and due to the 'ranking' sort you're seeing servers near you that have players on it, regardless of gamemode (you can sort by any of the fields of course). And if you want to look at just a single gamemode (how Gmod does it currently) you can type in part of that gamemode name in the search or click "Filter by Gamemode" to view a list of gamemodes.[/QUOTE] Would love to see this added
[QUOTE=DarthTealc;49869486]I submitted a modification last year which stops the major issue of gamemode-killing but doesn't really do anything else to the list. It's not ideal but it's better than what we currently have. [url]https://github.com/garrynewman/garrysmod/pull/992[/url] [t]https://i.imgur.com/nWxzr6z.png[/t] That's the view you get right away when opening the server list. All gamemodes, and due to the 'ranking' sort you're seeing servers near you that have players on it, regardless of gamemode (you can sort by any of the fields of course). And if you want to look at just a single gamemode (how Gmod does it currently) you can type in part of that gamemode name in the search or click "Filter by Gamemode" to view a list of gamemodes.[/QUOTE] That doesn't accomplish much. The vast majority of my players say they joined because my server had more players then every other server, not because they just randomly saw it. Being that most people sort by players all this would do is make higher population gamemodes like darkrp further blot out small new gamemodes. Someone suggested awhile back that there be gamemode categories and I think that'd be a much better solution then grouping everything into one section.
I think some maps can't load its textures because of new mounting order [img]http://puu.sh/nvPZx/f2dc11779d.png[/img] [img_thumb]http://puu.sh/nvQ22/3e987e73a2.jpg[/img_thumb]
[QUOTE=TheMostUpset;49872995]I think some maps can't load its textures because of new mounting order [img]http://puu.sh/nvPZx/f2dc11779d.png[/img] [img_thumb]http://puu.sh/nvQ22/3e987e73a2.jpg[/img_thumb][/QUOTE] No? The materials are there but they're using an invalid shader (or rather, the Patch shader is erroring before it can initialize), the error you posted explicitly says that. [editline]5th March 2016[/editline] Works 4 me. [t]http://images.akamai.steamusercontent.com/ugc/550934481557927023/160F6A465532B9BCBF4267628248842CF3041740/[/t]
Sorry, you need to Log In to post a reply to this thread.