• Next Update v4 - March 2016 Update is out!
    1,930 replies, posted
[QUOTE=Jcw87;49943645]I think [url=https://github.com/Facepunch/garrysmod-requests/issues/605]Lua created procedural textures[/url] should be added so that you can do this for any image format you can write code to read.[/QUOTE] I've been planning on adding bindings for this. You'd still need to decode the PNG for this specific use case though.
Kind of unfortunate that the twitter bot cuts off the change log entries. The last few changes looked a kind of promising.
[QUOTE=Grocel;49946154]Kind of unfortunate that the twitter bot cuts off the change log entries. The last few changes looked a kind of promising.[/QUOTE] The last bunch: [quote] • Fixed trace functions not being able to use MASK_ALL • Added CRecipientFilter.AddRecipientsByTeam • Added CRecipientFilter.RemoveRecipientsByTeam • Added CRecipientFilter.RemoveRecipientsNotOnTeam • Added bViewCheck to debugoverlay.Text (4th arg) • Added debugoverlay.Grid( Vector ) • Added debugoverlay.ScreenText( x, y, txt, duration, clr ) ( x/y 0-1 ) • Added debugoverlay.Triangle( vec1, vec2, vec3, duration, clr, ignorez ) • Added debugoverlay.SweptBox( vStart, vEnd, vMins, vMaxs, dur, clr ) • Added debugoverlay.EntityTextAtPosition( pos, line, txt, durat, clr ) • Merged some minor hl2source stuff, its like really nothing • Text rendering can now anti-alias any codepoint (WINDOWS) • surface.CreateFont now registers entire unicode range of any loaded fonts (WINDOWS) • added mat_texture_outline_fonts from upstream • fixed rare instance where anti-aliased text would be cut off by a pixel on windows • allowed writing files with "vtf" extension with file Library • workshop addons now properly extract font files • fixed extraction failure test for workshopdl • set footstep-side as predicted (non-networked), fixes funky clientside results • m_nWaterLevel now networks to all players • Entity:IsOnGround is now an alias of Entity:OnGround • ( Fixed a bunch of animations that didn't work on non-local players ) • Extract workshop addon fonts to their own directory separate to stock fonts • Load workshop addon fonts with lower priority than stock fonts • Improved delta encoding of ragdoll bone positions/angles • Set origin when creating propspawn/entity_remove effects to fix PAS issues • Fixed possible crash/invalid output issues with Entity.GetFlexName() and Entity.GetFlexBounds() • Fixed SetPos on prop_effect causing its angles to be reset • GitSync • Fixed a couple of compile errors for newer versions of clang • Merged slightly improved OSX text rendering from upstream (needs improving, still terrible) • OSX fonts are now registered for extended char range • Fixed anti-aliased OSX fonts using pre-multiplied alpha • Fix vertical text alignment on spawnicon labels • Tried to make console human-readable on OSX • Fixed surface.GetTextSize on OSX • OSX fonts can now be bold • Improved error message when patch materials have failed to load • Cyclic entity parenting shouldn't crash the game any more • Put DefaultFixedOutline font back to Lucida Console on windows • Limited length of URL in JavaScript error prints • Fixed alpha blending for Awesomium panels on OSX • Added Entity:GetBaseVelocity() • Added Entity:SnatchModelInstance( srcEntity ) • Added clientside bindings for creating projected textures • Load "ServerBrowser" binary instead of "serverbrowser" • Running the game on NTFS or other case-sensitive filesystems on OSX now works • Fonts with capital letters in their file paths now load properly on Linux/OSX • Fixed crash issues with CTakeDamage and npc_zombie • Merged some minor stuff from upstream • Added mat_reloadtexture • Texture auto-refresh now only renders the changed texture • Texture auto-refresh now reloads jpegs • Lua ProjectedTextures now listen to r_flashlightdepthres/r_flashlightdepthtexture/r_projectedtexture_grain ConVars • Updated search paths for Hammer ( Fixes a few bugs ) • Adjusted .res scheme files for Hammer changes • Updated gameinfo.txt to include proper sourcengine/ paths just in case [/quote] Note that some of the fixes might be fixing things that were only ever broken in the dev branch.
Can you add a method to add padding/margin of the text on a textentry, [t]http://i.imgur.com/mit2WrK.png[/t] I want to move the "Search..." text more to the right but I can't because there is no such method on the textentry component.
[QUOTE=_Chewgum;49946507]Can you add a method to add padding/margin of the text on a textentry, [t]http://i.imgur.com/mit2WrK.png[/t] I want to move the "Search..." text more to the right but I can't because there is no such method on the textentry component.[/QUOTE] [code] " Search..." [/code] i know i know not what you actually want but it works XD
[QUOTE=kulcris;49947115][code] " Search..." [/code] i know i know not what you actually want but it works XD[/QUOTE] You know, until someone actually clicks on it and starts typing, and the text starts at the edge again.
[QUOTE=TwoYearLurker;49947678]You know, until someone actually clicks on it and starts typing, and the text starts at the edge again.[/QUOTE] You can manually force the text to prepend your spaces with each new character typed.
[QUOTE=bobbleheadbob;49948546]You can manually force the text to prepend your spaces with each new character typed.[/QUOTE] Or instead of shit work arounds a proper method could be added
[QUOTE=xaviergmail;49948769]Or, you know.. [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Panel/DockMargin]Panel:DockMargin[/url][/QUOTE] [sp]Yes, I understand the difference between padding / margins but if all he/she wants is to not have his text so close to the edge, a margin will do just fine..[/sp]
[QUOTE=highvoltage;49948748]Or instead of shit work arounds a proper method could be added[/QUOTE] Do you wanna be spoon feed as developer too?
-snip- don't know how editing my post created a new one
-counter snip- [QUOTE=xaviergmail;49948769][sp]Yes, I understand the difference between padding / margins but if all he/she wants is to not have his text so close to the edge, a margin will do just fine..[/sp][/QUOTE] DTextEntry doesn't dock its text. It just draws it.
[QUOTE=gonzalolog;49948788]Do you wanna be spoon feed as developer too?[/QUOTE] Yes, I like having things be easy where they should be. I don't think that makes me any less of a developer [editline]17th March 2016[/editline] Why would I waste the very little development time I have on making work arounds when they are basic enough to be added to the game properly for everyone
[QUOTE=gonzalolog;49948788]Do you wanna be spoon feed as developer too?[/QUOTE] If you think doing shit the wrong way makes you a good developer, that's fine by me, but some people don't want to throw a bunch of straws and bandaids together and call it a day.
[QUOTE=highvoltage;49949188]Yes, I like having things be easy where they should be. I don't think that makes me any less of a developer [editline]17th March 2016[/editline] Why would I waste the very little development time I have on making work arounds when they are basic enough to be added to the game properly for everyone[/QUOTE] I see your point, but it's not like what Chewgum wants to accomplish couldn't be done in like 5 lines and 60 seconds.
Is there a reliable way to determine (on client-side) when player has received snapshot or if player is receiving snapshot right now? When there are lots of players and buildings on a server, it may take pretty long time for a player to receive snapshot on initial spawn. But players don't know what is happening under the hood, so they are often very confused about why they can't move. I want to show players 'loading...' text while they are still receiving snapshot.
[QUOTE=vigi8;49950042]Is there a reliable way to determine (on client-side) when player has received snapshot or if player is receiving snapshot right now? When there are lots of players and buildings on a server, it may take pretty long time for a player to receive snapshot. But players don't know what is happening under the hood, so they are often very confused about why they can't move. I want to show players 'loading...' text while they are still receiving snapshot.[/QUOTE] when they connect and spawn or when roaming about? because everyone gets massive seconds-long freezes the first time they go to a new area on my server, per session - could it be that?
[QUOTE=Giraffen93;49950077]when they connect and spawn or when roaming about? because everyone gets massive seconds-long freezes the first time they go to a new area on my server, per session - could it be that?[/QUOTE] When they connect and first spawn.
[QUOTE=vigi8;49950148]When they connect and first spawn.[/QUOTE] hook prerender, run function, remove prerender? at that point everything is loaded for me at least
[QUOTE=Giraffen93;49950162]hook prerender, run function, remove prerender? at that point everything is loaded for me at least[/QUOTE] My issue is not about complete freezes. What happens is player can look around, but he (almost) doesn't get any updates from the server while he is receiving snapshot. He tries to move or write something to chat, but he doesn't see it happening on his screen for a long time.
[QUOTE=vigi8;49950194]My issue is not about complete freezes. What happens is player can look around, but he (almost) doesn't get any updates from the server while he is receiving snapshot. He tries to move or write something to chat, but he doesn't see it happening on his screen for a long time.[/QUOTE] sounds to me like you're sending too much data at once, only time that happens to me is when i send whole screen captures to the server
[QUOTE=Giraffen93;49950203]sounds to me like you're sending too much data at once, only time that happens to me is when i send whole screen captures to the server[/QUOTE] I don't think so... This happens to me sometimes when starting gm_construct in sandbox in singleplayer, I can't move in the first couple of seconds. I have no bloated addons or anything so don't go blaming it on that - although I'm sure addons can make the problem a lot worse.
It has to be the net messages or the excessive use of Garry vars ( nwvars1 ) as they're not sent during the entity snapshot ( which is done when you still see the final pips of the loading screen ), dtvars/networkvars and nwvars2 are sent during that.
I've been using NW2Vars a lot with my addons and by now can safely say they are totally stable. Will they replace normal NWVars any time soon?
[QUOTE=YourStalker;49950925]I've been using NW2Vars a lot with my addons and by now can safely say they are totally stable. Will they replace normal NWVars any time soon?[/QUOTE] I missed everything about the differences between NWVars and NW2Vars. What are the differences? (Sry for asking, I don't want to create a new thread)
[QUOTE=CupCakeR;49951253]I missed everything about the differences between NWVars and NW2Vars. What are the differences? (Sry for asking, I don't want to create a new thread)[/QUOTE] NW2 Vars should be more stable and efficient if i remember right. If you have used nw, its really retarded and shit can break easily.
[QUOTE=CupCakeR;49951253]I missed everything about the differences between NWVars and NW2Vars. What are the differences? (Sry for asking, I don't want to create a new thread)[/QUOTE] NWVars used a deprecated networking system that networked variables on entities by raw string values and type juggled variables causing bizarre behavior when you tried to call, say, SetNWString with an entity. They're unpredicted which limits their usefulness in SWEPs and player movement hooks and super inefficient. They've been """deprecated""" for years now but because of their usefulness were never really phased out like they should've been. Stock GMod code still uses NWStrings to network the player's usergroup. NWVars2 use a much more sane system more in line with how Source networks stuff internally. They're predicted and use stringtables instead of networking raw strings which saves on network usage and obey player PVS as well (which means entities that are out of view to the player won't try to network things with a player on the other side of the map). Tons of people bitched when they were originally released because all of their old code which depended on the funky type juggling of the old NWVars was now broken and there were a few crashes here and there. There were also some people moaning about desynchronizations on the client but I suspect that was just intended behavior caused by entities being out of the client's PVS. [editline]17th March 2016[/editline] Basically old shitty nwvars < cool new nwvars. vinh fixed it.
confirmed with a bunch of other people; mounting a gma with car models in it on already error spawned cars crashes the client 100% of the time i guess this was brought up earlier though?
[QUOTE=Giraffen93;49952913]confirmed with a bunch of other people; mounting a gma with car models in it on already error spawned cars crashes the client 100% of the time i guess this was brought up earlier though?[/QUOTE] Try on the dev branch
[QUOTE=Joeyl10;49952196]Tons of people bitched when they were originally released because...[/QUOTE] People complain about EVERY change, dammit. That's just a fact of life.
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