Is there a way to get if a model was compiled as a physics, static or dynamic prop? The hammer modelviewer is able to grab that information but I don't know if its possible ingame.
Here is the info displayed in hammer:
[img]http://puu.sh/nNtHH/ae8ff174b7.jpg[/img]
[QUOTE=highvoltage;49971163]Is there a way to get if a model was compiled as a physics, static or dynamic prop? The hammer modelviewer is able to grab that information but I don't know if its possible ingame.
Here is the info displayed in hammer:
[img]http://puu.sh/nNtHH/ae8ff174b7.jpg[/img][/QUOTE]
Doesn't sandbox do this for effects?
[QUOTE=bobbleheadbob;49971795]Doesn't sandbox do this for effects?[/QUOTE]
[url=https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/gamemode/commands.lua#L32]Doesn't look like it[/url]
Before I make a request for it, is there any way to make a horizontal scroll bar? DScrollPanel along with the actual dvscrollbar element do not have any support for being horizontal as far as I can find
[QUOTE=smithy285;49971888]Before I make a request for it, is there any way to make a horizontal scroll bar? DScrollPanel along with the actual dvscrollbar element do not have any support for being horizontal as far as I can find[/QUOTE]
I made a scrollbar element that supports both vertical and horizontal. It might not be the best but it works: [url]http://pastebin.com/UKBMDRAf[/url]
The idea of it is that you can create multiple canvas panels and then add them to the scrollbar and they will scroll equally. Basically one scrollbar for multiple panels that sync the scroll.
So what you would do is:
[lua]
self.canvas = self:Add("Panel")
self.scrollbar = self:Add("atlaschat.scrollbar")
self.scrollbar:SetVertical(false)
self.scrollbar:SetZPos(10)
self.scrollbar:AddCanvas(self.canvas)
[/lua]
Sorry to ask, but when is going to be released the update, it has been weeks since gma mounting has been fixed, you guys weren't mean to update the game often so we avoid to see game breaking changes? Everything seems to be running fine in my side on dev branch
[QUOTE=gonzalolog;49977646]Sorry to ask, but when is going to be released the update, it has been weeks since gma mounting has been fixed, you guys weren't mean to update the game often so we avoid to see game breaking changes? Everything seems to be running fine in my side on dev branch[/QUOTE]
Hopefully the 28th.
[QUOTE=gonzalolog;49977646]Sorry to ask, but when is going to be released the update, it has been weeks since gma mounting has been fixed, you guys weren't mean to update the game often so we avoid to see game breaking changes? Everything seems to be running fine in my side on dev branch[/QUOTE]
The last update wasn't even a month ago, relax.
[QUOTE=Noi;49978129]Next update will be a good update - praise unicode fonts.
I'm already seeing places where fonts got a lot better.
Maybe Willox' work is the best thing that happened to gmod.[/QUOTE]
Noiwex being positive? what the fuck
[QUOTE=Shadow45;49978651]Noiwex being positive? what the fuck[/QUOTE]
dont ruin it this is amazing
[QUOTE=Shadow45;49978651]Noiwex being positive? what the fuck[/QUOTE]
he runs multiple russian communitys. Proper unicode support = good for cyrillic users :v:
[QUOTE=Willox;49977676]Hopefully the 28th.[/QUOTE]
God bless, my server released is planned at second of April and the dev branch is running amazing.
Great job all who worked on it!
Could something be done to stop this kind of abuse
[url]https://facepunch.com/showthread.php?t=1511447[/url] ?
What do the hardcoded workshop cache things look like? If i update a workshop item that is resource.AddWorkshop'd, even after a rejoin or restart some people don't see the new content included in it..
Does it check if a new item update is available every time on join, or does it always use the same local cache file until an arbitrary time limit is up?
I am pretty sure that bug is fixed in Dev.
Recent changes. They're not all mine.
[quote]
• Clientside debris now always uses the correct collision group
• Crouch animations no longer override swimming animations
• Fixed error in markup library when trying to wrap empty strings
• Fixed airboat gun crash when FL_ONGROUND is set with a null ground entity (sometimes happens as players connect)
• Implemented AE_CL_STOP_PARTICLE_EFFECT & AE_CL_ADD_PARTICLE_EFFECT_CP ([url]https://developer.valvesoftware.com/wiki/Particles_In_Animations[/url])
• Stopped constant networking of m_flNextPrimaryAttack on weapon_pistol
• Unicode support for SetClipboardText
• Fixed WorkshopDL updates for real this time
[/quote]
[QUOTE=Robotboy655;49983284]I am pretty sure that bug is fixed in Dev.[/QUOTE]
well i thought it only applied to the mountgma stuff
Since [URL="https://github.com/Facepunch/garrysmod-requests/issues/109"]util.Base64Decode()[/URL] is missing for years because of Garry-reason, is there a chance to add it in the near future now?
[QUOTE=Grocel;49985512]Since [URL="https://github.com/Facepunch/garrysmod-requests/issues/109"]util.Base64Decode()[/URL] is missing for years because of Garry-reason, is there a chance to add it in the near future now?[/QUOTE]
Why cant you do it yourself? Its nothing that would require C/C++, yea go on keep rating me dumb im aware theres Encode but no Decode but if you really want it that bad nothing is stopping you.
[QUOTE=Zeh Matt;49985541]Why cant you do it yourself? Its nothing that would require C/C++[/QUOTE]
Because it would be nice to not have to do it yourself.
[QUOTE=man with hat;49985764]Because it would be nice to not have to do it yourself.[/QUOTE]
Why not do it *once*, make a pull request, share it with the world and then not have to write it ever again?
[lua]function util.Base64Decode( data ) -- Y WE NO HAVE "util.Base64Decode"? >:(
local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
if !data then return end
data = string.gsub(data, '[^'..b..'=]', '')
return (data:gsub('.', function(x)
if (x == '=') then return '' end
local r,f='',(b:find(x)-1)
for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 && '1' || '0') end
return r;
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)
if (#x ~= 8) then return '' end
local c=0
for i=1,8 do c=c+(x:sub(i,i)=='1' && 2^(8-i) || 0) end
return string.char(c)
end))
end[/lua]
there
[del]sorry to the original author for no source, as i can't remember where i found it[/del] [url=https://facepunch.com/showthread.php?t=1442930&p=46765526&viewfull=1#post46765526]welp[/url]
[QUOTE=man with hat;49985764]Because it would be nice to not have to do it yourself.[/QUOTE]
[url]https://www.google.com/#q=lua+base64[/url]
[highlight](User was banned for this post ("Why reply." - Pascall))[/highlight]
why are you guys so opposed to having basic shit added to the game
between this and the text entry padding it's like you guys are trying to make sure everything is as hacky as possible
[QUOTE=PortalGod;49986438]why are you guys so opposed to having basic shit added to the game
between this and the text entry padding it's like you guys are trying to make sure everything is as hacky as possible[/QUOTE]
I'm not opposed to adding base64 functions to the game.
I'm just replying that you don't have to do it yourself, you can get a ready code of this function in 10 seconds from the first result in Google.
This is such a small issue that it's not even worth discussing about.
It can be easily added to the game, but at the same time there is no harm if it's not added.
There is nothing 'hacky' about making a base64 Lua function.
[QUOTE=vigi8;49986576]I'm not opposed to adding base64 functions to the game.
I'm just replying that you don't have to do it yourself, you can get a ready code of this function in 10 seconds from the first result in Google.
This is such a small issue that it's not even worth discussing about.
It can be easily added to the game, but at the same time there is no harm if it's not added.
There is nothing 'hacky' about making a base64 Lua function.[/QUOTE]
I didn't mean actually code the thing yourself. It's just dumb to brush it off and say to Google it. Half the point of a library is to add commonly used functions. If you're not opposed to it, I'm not even sure why you're saying to Google it. I am aware you can Google it. The point is that you shouldn't have to.
[url=https://github.com/garrynewman/garrysmod/pull/1124]My pull request[/url] on Github says it has conflicts, but I can't find anything conflicting. It was fine earlier, did i submit it wrongly somehow?
I'd like to apologize for my lack of testing on my recent PRs, I'll step up my game thanks to Zerf's inspiration.
[QUOTE=highvoltage;49987467][url=https://github.com/garrynewman/garrysmod/pull/1124]My pull request[/url] on Github says it has conflicts, but I can't find anything conflicting. It was fine earlier, did i submit it wrongly somehow?[/QUOTE]
I updated lua_run.lua yesterday, my apologies.
[QUOTE]:words: do it your self or copy function x[/QUOTE]
OK, so if you don't want a decode function then remove the encode function too, just because it can be also made by yourself. Why was it added in the first place then? [sp](Please, don't)[/sp]
For 2-way(!) non-cryptic encodings: Where there is an encode function there has to be an decode one too, always. If you don't want one of them, then you add non of them.
Experience shows community 'approved' development is quite difficult, because of this: The easiest things are the hardest to add/change.
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