[QUOTE=Bo98;50191785]This is what I've got so far (sorry for the quality loss, I fucked up the settings):
[video=youtube;JJ774rPAoeo]https://www.youtube.com/watch?v=JJ774rPAoeo[/video]
One problem that there is now is that hovering over the servers lags majorly due to a bug that was fixed in Chrome 35: [url]https://bugs.chromium.org/p/chromium/issues/detail?id=160212[/url].
We could either:
* Wait for CEF. No idea how far away that is.
* Limit the server count so it doesn't lag until we get CEF.
* Ship it anyway.[/QUOTE]
Can you make the main page a list of all gmod servers and then put the current default page categorization into a "Gamemode" sub category off the side like "Roleplay" was suggested like this?
[t]https://i.imgur.com/rzybIWB.png[/t]
What is the default sorting? Ranking? Do you have access to sort from all of the servers or is it just cutting the list at a thousand or so servers?
[QUOTE=Willox;50174905]I believe the reason I can grab ~6.2k servers on my local build is that I've (in moderation) gotten around that limitation. I'll throw it up on the dev branch soon.
[editline]21st April 2016[/editline]
~6.8k. Obviously this change alone is pretty useless, we'll come up with something for the actual server list.[/QUOTE]
Any idea when this will be on the dev branch? Tested tonight but no joy.
Servers that are queried after 3000 servers are not meant to be the most far away from our location? Aka high latency
[QUOTE=slayer3032;50194402]Can you make the main page a list of all gmod servers and then put the current default page categorization into a "Gamemode" sub category off the side like "Roleplay" was suggested like this?
[t]https://i.imgur.com/rzybIWB.png[/t][/quote]
If I were to make any changes like this then it would be a separate pull request.
I would much rather it be more than one category + "other" though.
I'll only make any changes that everyone agrees on. There was debates on the filtering algorithm just last page but I will be willing to help implement any solution if it is agreed on.
[QUOTE=slayer3032;50194402]What is the default sorting? Ranking? Do you have access to sort from all of the servers or is it just cutting the list at a thousand or so servers?[/QUOTE]
I haven't changed the default sorting. It has always been on ranking. Sorting applies to the whole server list. Any limits are done [I]after[/I] sorting. Though with my changes, we should be able to remove the limit all together once we get CEF. The video I posted is with the limit removed - it just lags on hovering rows because of the already-fixed Chrome bug I linked.
[QUOTE=DarthTealc;50195761]That's looking really good!
On the C35-fixed bug, couldn't we just remove the nth-child alternating row backgrounds and put a thin border on the rows instead? I'd much rather have a slightly-less-optimal visual experience that performs really well and shows all servers, than a nice-looking visual experience that lags and prevents us showing all servers.
Another way to fake the alternating row backgrounds would be to use a repeating gradient as the background of the table. All the rows are a fixed height so it should work. Something like [code]repeating-linear-gradient(to bottom, blue, blue 30px, white 30px, white 60px)[/code] (replacing the colours with whatever Gmod's currently using)[/QUOTE]
I don't think our Awesomium supports that CSS tag/function.
What it should be:
[t]http://puu.sh/ouG6m/e49cd5dfa5.png[/t]
What in-game Awesomium produces:
[t]http://puu.sh/ouG43/f58c5c4ab0.png[/t]
[code]background: repeating-linear-gradient(135deg,#d1cfcf,#d1cfcf 20px,#c4c4c4 20px,#c4c4c4 40px);[/code]
awesomium is webkit
[QUOTE=DarthTealc;50195997][url]http://caniuse.com/#feat=css-repeating-gradients[/url] indicates it should work as -webkit-repeating-linear-gradient, though I've not checked ingame myself.[/QUOTE]
Same result.
[QUOTE=DarthTealc;50196314]Works for me in the main menu although the size of the stripes is very weird (I'd put that down to an old webkit bug since it looks fine in Chrome 50)
[img]https://i.imgur.com/VUE4N3V.png[/img][/QUOTE]
As a workaround for [I]vertical and horizontal repeating gradients only[/I], you could try:
[code]background-size: 40px 40px;[/code]
[img]https://i.imgur.com/kXveykV.png[/img]
[QUOTE=PortalGod;50196070]awesomium is webkit[/QUOTE]
except it's shit
[QUOTE=DarthTealc;50195761]That's looking really good!
On the C35-fixed bug, couldn't we just remove the nth-child alternating row backgrounds and put a thin border on the rows instead? I'd much rather have a slightly-less-optimal visual experience that performs really well and shows all servers, than a nice-looking visual experience that lags and prevents us showing all servers.
Another way to fake the alternating row backgrounds would be to use a repeating gradient as the background of the table. All the rows are a fixed height so it should work. Something like [code]repeating-linear-gradient(to bottom, blue, blue 30px, white 30px, white 60px)[/code] (replacing the colours with whatever Gmod's currently using)[/QUOTE]
Looks like this breaks once we reach ~3000 servers, for some reason. It just stops bothering (when using "background-attachment: local" which you will need to make this solution work properly on scroll).
I could maybe solve this with (yet another) AngularJS binding that checks "$index % 2 == 1" but it will likely lag majorly when scrolling the list while refreshing. AngularJS digesting is expensive.
EDIT: Looks like increasing the background-size height to a multiple of 44px will increase the limit before it fails. Just need to see now if it's still possible to have it not fill the page when there is less servers than what fits.
[QUOTE=BillyOnWiiU;50197087]except it's shit[/QUOTE]
trust me, I'm the last person that's going to be praising awesomium, I'm just saying that you have to use -webkit prefixes
-snip- thought I was posting at problems that dont need their own thread thread
[QUOTE=Noi;50203657]You could just add some class to every second row, since you add elements from js anyway.[/QUOTE]
Doing that in AngularJS lags like shit when refreshing as it is constantly adding rows and recalculating for potentially >2000 servers every time one is added.
AngularJS can be performance hell. CSS manages much better minus the limitations from using an outdated Chrome.
Can we have a bit more control over gamemodes?
Like a gamemode that requires navmap to work or only show supported maps.
Maybe make it gray out unsupported maps for the selected gamemode.
[code]
"melonsmash"
{
"base" "base"
"title" "MelonSmash"
"maps" "^[(arena_)(cp_)(koth_)]"
"req_navmap" "1"
"menusystem" "1"
"settings"
-snipped-
}[/code]
While my gamemode also support non-tf2 maps. It would be great to display more info in the menu.
It also seems like the menu ignore the selected gamemodes "maps".
I just pushed a pretty funky feature to the dev branch. Clients can connect to listen servers via Steam's peer-to-peer service. That means you don't need to port forward anything. It'll only work if the host has:
[code]
sv_lan 0 // Default
p2p_enabled 1 // Default
maxplayers > 1
[/code]
You just run "connect p2p:<steamid64>" in the console to connect. There's no support for invites or anything fancy like that yet.
[code]
# userid name uniqueid connected ping loss state adr
# 2 "Willox" STEAM_0:0:19321794 19:23 14 0 active loopback
# 3 "Fredy" STEAM_0:0:1908640 10:36 107 14 active p2p:76561197964083008
# 4 "Python1320" STEAM_0:0:13073749 05:19 100 13 active p2p:76561197986413226
# 5 "(FPtje) Falco" STEAM_0:0:8944068 02:12 75 12 active p2p:76561197978153864
[/code]
Would anyone be kind enough to document this function? I'm not exactly sure how to do this.
[url]http://wiki.garrysmod.com/page/render/PushCustomClipPlane[/url]
[QUOTE=Noi;50211386]So when the update is expected?[/QUOTE]
Any day now iirc
:snip:
resolved
Alright, the update is scheduled to release in 45 minutes.
[editline]28th April 2016[/editline]
Final changelist: [url]http://wiki.garrysmod.com/changelist/prerelease/[/url]
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