[QUOTE=Willox;50467981]Changes to queued rendering are on the dev branch. I can't find any issues, so it'd be nice if anybody who has weird render-y stuff could test it.
To enable queued rendering:
[code]
gmod_mcore_test 1
mat_queue_mode -1
cl_threaded_bone_setup 1 // Not strictly rendering, but it works now and will help if you are viewing lots of NPCs
[/code]
Queued rendering has a couple of drawbacks. If you wan't to queue millions of render calls doing something weird like calling surface.DrawRect for every pixel on the screen, it'll die.
It'd be interesting to hear of any notable changes in performance anybody encounters.[/QUOTE]
If this works, will it be enabled by default??
[QUOTE=vrej;50468114]If this works, will it be enabled by default??[/QUOTE]
I assume it'll work when that checkbox in the video options is set "Enable Multi-Core"
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/SetPlayerSpeed]GM:SetPlayerSpeed[/url]
Why is this a hook again?
It would be neat, if someone would rework the spawnlists, so there are more props to spawn or atleast tidy it up.
I know, you can search for specific props, but it bothers me the search function is very slow and to have a greater overview I would suggest to add more categories, or rework specific.
[QUOTE=Willox;50467981]Queued rendering has a couple of drawbacks. If you wan't to queue millions of render calls doing something weird like calling surface.DrawRect for every pixel on the screen, it'll die.[/QUOTE]
How exactly does the queue system work, what its limits and what happens if it dies?
[QUOTE=deinemudda32;50470049]It would be neat, if someone would rework the spawnlists, so there are more props to spawn or atleast tidy it up.
I know, you can search for specific props, but it bothers me the search function is very slow and to have a greater overview I would suggest to add more categories, or rework specific.[/QUOTE]
This is something I actually already started doing.
[QUOTE=Ott;50469698][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/SetPlayerSpeed]GM:SetPlayerSpeed[/url]
Why is this a hook again?[/QUOTE]
It's not a hook but rather a gamemode method. I am pretty sure hook.Add will not work with it.
[QUOTE=Robotboy655;50470963]It's not a hook but rather a gamemode method. I am pretty sure hook.Add will not work with it.[/QUOTE]
Why wouldn't that be in the Player metatable then?
[QUOTE=Revenge282;50471010]Why wouldn't that be in the Player metatable then?[/QUOTE]
Because Garry is special.
[editline]7th June 2016[/editline]
It was added as a helper function.
[QUOTE=Robotboy655;50471087]I was added as a helper function.[/QUOTE]
robotboy665("english")
[QUOTE=Robotboy655;50471087]Because Garry is special.
[editline]7th June 2016[/editline]
I was added as a helper function.[/QUOTE]
Are we ever going to get that code cleanup update where we fix all the retarded inconsistencies like this one, [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/Health]Entity:Health[/url], some enums, etc?
[QUOTE=Revenge282;50471836]Are we ever going to get that code cleanup update where we fix all the retarded inconsistencies like this one, [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/Health]Entity:Health[/url], some enums, etc?[/QUOTE]
Why?
"Yeah, lets just break every single code that rely on player information only for the beauty of my code"
[QUOTE=Revenge282;50471836]Are we ever going to get that code cleanup update where we fix all the retarded inconsistencies like this one, [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/Health]Entity:Health[/url], some enums, etc?[/QUOTE]
The update is called GMod 2. It won't be out for several years.
[editline]7th June 2016[/editline]
[QUOTE=Shadow45;50471798]robotboy665("english")[/QUOTE]
I am sorry, my keyboard is busted, I need to get a new one. Sometimes key presses do not register for me.
[QUOTE=Robotboy655;50471971]The update is called GMod 2. It won't be out for several years.[/QUOTE]
That's an optimistic prediction.
[QUOTE=Revenge282;50471836]Are we ever going to get that code cleanup update where we fix all the retarded inconsistencies like this one, [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/Health]Entity:Health[/url], some enums, etc?[/QUOTE]
Honestly, a lot of the inconsistencies are from the engine itself. You can just make an addon that redirects you to properly renamed functions if it bothers you that much.
[img]http://i.imgur.com/Sf5Texa.png[/img]
Yay or nay?
Yay
[QUOTE=Robotboy655;50472482][img]http://i.imgur.com/Sf5Texa.png[/img]
Yay or nay?[/QUOTE]
Keep looks a lot better
[QUOTE=Robotboy655;50472482][img]http://i.imgur.com/Sf5Texa.png[/img]
Yay or nay?[/QUOTE]
Definitely Yay!
It's on Dev right now, you can calm down.
[QUOTE=Robotboy655;50472482][img]http://i.imgur.com/Sf5Texa.png[/img]
Yay or nay?[/QUOTE]
Am I missing something or did you just rotate/straighten the checkerboard pattern in the alpha slider?
[QUOTE=Willox;50468083]Both will achieve the same thing on literally any modern computer. -1 is the default so I reckon it makes more sense to use that.
Most of them didn't do anything (or were a waste of time to fix). If the command still exists in the console's auto-complete, it does something.[/QUOTE]
-1 doesn't work for me, I have to set it to 2 or it does nothing.
[QUOTE=slayer3032;50474456]-1 doesn't work for me, I have to set it to 2 or it does nothing.[/QUOTE]
You gotta be on the dev branch. Otherwise I guess you've only got a single CPU core.
[QUOTE=Willox;50474495]You gotta be on the dev branch. Otherwise I guess you've only got a single CPU core.[/QUOTE]
Only played on retail a couple times in the last 4 years, definitely have an i7 930. There also isn't any mat proxy issues so it's on the dev branch with mcore changes.
[QUOTE=slayer3032;50474522]Only played on retail a couple times in the last 4 years, definitely have an i7 930. There also isn't any mat proxy issues so it's on the dev branch with mcore changes.[/QUOTE]
What are your launch parameters?
Pretty sure the issues lies with enabling multicore for the first time. After I set it and rejoined the server, it seems to hold the same at either -1 or 2. But on first enable, setting it to 2 was needed.
[editline]7th June 2016[/editline]
-noborder -assertdump
[QUOTE=Willox;50474528]What are your launch parameters?[/QUOTE]
I should probably specify that when set to 2 it nearly doubles my fps while 0 or -1 does nothing noticeable with gmod_mcore_test enabled.
Just -noborder
We are working together (Slayer and I), contact me on Steam if you want.
Just pushed a fix that'll stop non-synchronous render methods from deadlocking every so often (pretty much just render.Capture/render.CapturePixels).
I also changed it so that you'll also be able to do things such as calling render.DrawLine for every pixel on the screen. It'll spew a dev-warning if you're doing so and pretty much run as a single thread.
Contex Menu -> Player Model -> Physgun Color ->
[IMG]http://screenshot.su/img/ae/c4/50/aec45046bafb9be47fddc54944e21dad.jpg[/IMG]
after respawn
[IMG]http://screenshot.su/img/67/88/30/67883078b417811259d0bd94f5a77ba7.jpg[/IMG]
When we change player model and respawn, physgun color set to white( 255 255 255 ).
Fix it pls, because this bug works on every [URL="http://wiki.garrysmod.com/page/Category:DColorMixer"]DColorMixer[/URL] and can crash game.
Probably late but, found an engine error when spawning lots of nextbots with mcore on.
"Getting a dynamic mesh without resolving the previous one"
Just spawned a bunch of the test nextbots, timing of the crash is random, it either happens almost instantly, or after like 15 seconds.
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