[QUOTE=Shenesis;50377030]I remember that with multicore rendering enabled, some SpawnIcons would flicker on the edges when facing a certain direction, though this happened a long time ago so it may be fixed[/QUOTE]
That was probably the exact same issue as the text :v:
Will we get a console command for servers to reload the addons folder and all the Lua without restarting the servers?
[QUOTE=geferon;50377232]Will we get a console command for servers to reload the addons folder and all the Lua without restarting the servers?[/QUOTE]
yes please
theres a reason i tend to put things in the raw lua folder and never use the addons folder... because i dont want to restart since it takes so long to put in something new
[QUOTE=RonanZer0;50377278]yes please
theres a reason i tend to put things in the raw lua folder and never use the addons folder... because i dont want to restart since it takes so long to put in something new[/QUOTE]
I dont know about you guys, my addon automatically refreshes when i update code.
[QUOTE=SteppuFIN;50377288]I dont know about you guys, my addon automatically refreshes when i update code.[/QUOTE]
We are not talking about that, we mean for example when you add new lua files you have to restart the server to load those files, there's no way by now, and same happens with addons.
Can we get option to specify [B]Angle[/B] for tracehull and ents.FindInBox()?
I find it highly annoying that such an easy and useful function works only when trying to detect entities in a perfect rectangle, entities that are above/below you or entities that are in perfect 0, 90, 180, 270 angles as shown below in first case.
Third one shows that if you compensate and resize the hull to match the area you want to go through, you'll be really checking bigger area than you originally wanted.
(Black is the area you want to check, purple is the area you can check with tracehull)
[t]http://puu.sh/p2prz/3b8f44a94e.png[/t]
[editline]23rd May 2016[/editline]
Oh and don't worry, I know there are walkarounds and I already figured one out - but it would be nice to have such option.
[QUOTE=Willox;50376688]I think I've already fixed this on my local copy of gmod. Now's probably a good time for anybody else who thinks they know of any issues with multicore rendering to mention them.[/QUOTE]
I don't actually know what causes this, but it's something I've noticed with the current version of multicore rendering.
[video=youtube;rp0sIxvhP6A]https://www.youtube.com/watch?v=rp0sIxvhP6A[/video]
[QUOTE=IAOEGIJaKe;50377721]I don't actually know what causes this, but it's something I've noticed with the current version of multicore rendering.
[video=youtube;rp0sIxvhP6A]https://www.youtube.com/watch?v=rp0sIxvhP6A[/video][/QUOTE]
Can you send me a save and any addons I need to reproduce it?
[QUOTE=Willox;50377731]Can you send me a save and any addons I need to reproduce it?[/QUOTE]
It seems to happen with any wiremod screen type and then multicore on.
Whether they "bug" or not seems to be random.
[QUOTE=Netheous;50377462]Can we get option to specify [B]Angle[/B] for tracehull and ents.FindInBox()?
I find it highly annoying that such an easy and useful function works only when trying to detect entities in a perfect rectangle, entities that are above/below you or entities that are in perfect 0, 90, 180, 270 angles as shown below in first case.
Third one shows that if you compensate and resize the hull to match the area you want to go through, you'll be really checking bigger area than you originally wanted.
(Black is the area you want to check, purple is the area you can check with tracehull)
[t]http://puu.sh/p2prz/3b8f44a94e.png[/t]
[editline]23rd May 2016[/editline]
Oh and don't worry, I know there are walkarounds and I already figured one out - but it would be nice to have such option.[/QUOTE]
I don't think the engine provides this feature. Implementing it would be next to impossible since it involves the physics module.
[QUOTE=thegrb93;50378791]I don't think the engine provides this feature. Implementing it would be next to impossible since it involves the physics module.[/QUOTE]
Technically - if we can do FindInSphere, which has more than 8 points (since it's a poly) then it should be possible, theoretically.
[QUOTE=Netheous;50378927]Technically - if we can do FindInSphere, which has more than 8 points (since it's a poly) then it should be possible, theoretically.[/QUOTE]
Technically FindInSphere probably uses a simple distance check rather than some kind of mesh.
[QUOTE=Willox;50377041]That was probably the exact same issue as the text :v:[/QUOTE]
It seems to not just affect specific Derma/VGUI elements, but almost all of them under certain circumstances. There's been times when a whole panel, it's buttons/elements will flicker with mcore, and other times it doesn't.
This is also a huge issue but I'm not sure if it's been brought up, it seems that mcore overwrites any color masking done to models, coloring all submodels (only really tested with cars) such as it's interior and wheels. Similar to using SetColor on a player instead of SetPlayerColor
[thumb] http://i.imgur.com/tzos6eJ.png [/thumb]
I think there is some sort of language string issue here?
[QUOTE=IAOEGIJaKe;50377721]I don't actually know what causes this, but it's something I've noticed with the current version of multicore rendering.
[video=youtube;rp0sIxvhP6A]https://www.youtube.com/watch?v=rp0sIxvhP6A[/video][/QUOTE]
Turns out I already fixed this a few days ago (relevant: [url]https://github.com/Facepunch/garrysmod-issues/issues/2617[/url]).
[QUOTE=kpjVideo;50379146]It seems to not just affect specific Derma/VGUI elements, but almost all of them under certain circumstances. There's been times when a whole panel, it's buttons/elements will flicker with mcore, and other times it doesn't.
This is also a huge issue but I'm not sure if it's been brought up, it seems that mcore overwrites any color masking done to models, coloring all submodels (only really tested with cars) such as it's interior and wheels. Similar to using SetColor on a player instead of SetPlayerColor[/QUOTE]
I just fixed matproxies (player colours) but I'm not able to find any issues with vehicles or anything similar.
[QUOTE=Willox;50381742]I just fixed matproxies (player colours) but I'm not able to find any issues with vehicles or anything similar.[/QUOTE]
It was doing it with TDM cars specifically, if you wanted to try it out. Basically, SetColor would change the color of the entire entity, rather than actually following the alpha-masked areas like it should.
[QUOTE=Revenge282;50382828]It was doing it with TDM cars specifically, if you wanted to try it out. Basically, SetColor would change the color of the entire entity, rather than actually following the alpha-masked areas like it should.[/QUOTE]
Cool. I'll look in to it.
[editline]24th May 2016[/editline]
Probably render.SetColorModulation.
[QUOTE=geferon;50377232]Will we get a console command for servers to reload the addons folder and all the Lua without restarting the servers?[/QUOTE]
Please willox don't ignore me :ohno:
Purely theoretical, but have you tryed
[lua]include("lua/includes/init.lua")[/lua]
It should reload everything, as it supposed to be the first lua, and include everything else.
[QUOTE=geferon;50383159]Please willox don't ignore me :ohno:[/QUOTE]
[media]https://twitter.com/FacepunchBot/status/735085593487675392[/media]
FUCKING YESSSSSSS
I FUCKING LOVE YOU ROBOTBOY :dance::saxout::joy:
[editline]24th May 2016[/editline]
You too willox
Is the lua_error_url convar broken? I've not had it working locally or on a public webserver for a while now.
[QUOTE=Alex_grist;50383450]Is the lua_error_url convar broken? I've not had it working locally or on a public webserver for a while now.[/QUOTE]
I would just switch over to [URL="https://github.com/danielga/gm_luaerror"]luaerror[/URL] to be honest. Allows you to have slightly more fine-tuned control over what does and doesn't get reported.
Edit: Or at least, I'd love to see something similar to luaerror implemented for finer control in GMod as a whole.
[url]https://github.com/Facepunch/garrysmod-requests/issues/745[/url]
Just trying to get some attention on it. We want to make pretty graphs and things but are lacking in the info department. Simple functions that give us a lot of harmless information about the computer the player is on.
[QUOTE=KingofBeast;50386796][url]https://github.com/Facepunch/garrysmod-requests/issues/745[/url]
Just trying to get some attention on it. We want to make pretty graphs and things but are lacking in the info department. Simple functions that give us a lot of harmless information about the computer the player is on.[/QUOTE]
I can see it now. The "Potato Computer" usergroup.
Will we eventually see NW2Vars replacing NWVars? I've been only using them (and not NW1Vars) on my server and with my addons for a few months now and there have been no issues.
Looking forward to the replacement for Awesomium!
[QUOTE=nubpro;50395386]Looking forward to the replacement for Awesomium![/QUOTE]
Well last year it was going to change, but we couldn't because of OSX users. Ever since Garry's Mod started supporting OSX, we have been loosing a lot of features. Even though 99% of the players are probably Windows, but because of that 1% we don't get good features or improvements. I said it last year when the replacement was canceled and I will say it this year too. When people buy a computer they have a choice. They either buy a overpriced Mac that isn't made for gaming or buy a Windows that supports literally anything. Now I don't have anything against OSX users, but honestly it's their fault for buying it. So if a game or a program doesn't support it, it's their fault. Basically in my opinion we should stop trying to add support for OSX users and actually focus on improving the game for the 99%. And I know most people here are gonna rage at me like they did last year. Go ahead rage all you guys want, but my point is correct, games such as GMod should stop being limited because of OSX. Windows = Gaming, Mac != Gaming
[QUOTE=vrej;50397018]Well last year it was going to change, but we couldn't because of OSX users. Ever since Garry's Mod started supporting OSX, we have been loosing a lot of features. Even though 99% of the players are probably Windows, but because of that 1% we don't get good features or improvements. I said it last year when the replacement was canceled and I will say it this year too. When people buy a computer they have a choice. They either buy a overpriced Mac that isn't made for gaming or buy a Windows that supports literally anything. Now I don't have anything against OSX users, but honestly it's their fault for buying it. So if a game or a program doesn't support it, it's their fault. Basically in my opinion we should stop trying to add support for OSX users and actually focus on improving the game for the 99%. And I know most people here are gonna rage at me like they did last year. Go ahead rage all you guys want, but my point is correct, games such as GMod should stop being limited because of OSX. Windows = Gaming, Mac != Gaming[/QUOTE]
I don't necessarily agree that just because Mac is not synonymous with "gaming" that we should throw it aside. But at the same time, if something of this caliber is pending, and the only thing holding it back is Mac, then I think we should go ahead with it.
See my very rough math below:
[QUOTE=Revenge282;50331404]Steam Hardware Survey reports 2.66% of Mac users are not using OSX 10.7.5 - 10.11.4 x64. Which means the 32 bit OSX users are a fraction of that 2.66%.
Mac users in total are 3.57% of Steam users. Which means less (likely far less) than 0.095% of Mac users would be affected by this.
Garry's Mod has about ~30,000 active players in the last 30 days. All in all, 28 of those 30,000 people would be affected by this at most.[/QUOTE]
[QUOTE=vrej;50397018]but my point is correct[/QUOTE]
Right.
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