[QUOTE=UnkN;50475514]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.[/QUOTE]
That's intended and I've never seen it cause a crash. If it can crash the game then give steps to reproduce it and the real problem can be fixed.
[QUOTE=Willox;50475131]you'll also be able to do things such as calling render.DrawLine for every pixel on the screen.[/QUOTE]
[I]finally[/I]
also mat_queue_mode 2 nearly double fps where as -1 does nothing but a 10 fps boost (maybe it's hard to tell because of fluctuations)
[QUOTE=thegrb93;50477784]That's intended and I've never seen it cause a crash. If it can crash the game then give steps to reproduce it and the real problem can be fixed.[/QUOTE]
Someone set color to 9999999 and net. trying send it, server after receiving color reconvert it to vector. I don't know how, but server crashed.
[editline]8th June 2016[/editline]
I need to render entity when it on client screen, render override used by another addon, maybe we should add hooks like PreEntityDraw, PostEntityDraw? Because when we use PreDrawOpaqueRenderables, we don't know how many entities rendering by client.
[QUOTE=ManFlakes;50477602]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.[/QUOTE]
I can't reproduce it. Have you got any addons?
[QUOTE=Willox;50475131]you'll also be able to do things such as calling render.DrawLine for every pixel on the screen.[/QUOTE][QUOTE=>>oubliette<<;50477788][I]finally[/I][/QUOTE]
Out of curiosity, what does this actually mean? I can't make sense of it. It definitely doesn't affect me but it really bothers me that I don't understand.
So can we have horizontal scrollbars?
[QUOTE=Ott;50478926]So can we have horizontal scrollbars?[/QUOTE]
Make a pull request?
[QUOTE=Willox;50477990]I can't reproduce it. Have you got any addons?[/QUOTE]
About 238 addons. :v:
I'll try disabling them all, see if it still happens.
Finally got to try my mod with multicore on. Works like a charm with twice the usual fps.
Also have not noticed any issues with navmeshes/nextbots.
[QUOTE=NeatNit;50478515]Out of curiosity, what does this actually mean? I can't make sense of it. It definitely doesn't affect me but it really bothers me that I don't understand.[/QUOTE]
fuckin updates keep breaking all my addons man
[lua]
hook.Add("HUDPaint", "this was a joke", function()
-- draw black on the screen
-- leave setdrawcolor outside for optimizations
surface.SetDrawColor(0, 0, 0, 255);
for x = 0, ScrW() do
for y 0 =, ScrH() do
surface.DrawLine(x, y, x, y);
end
end
end);
[/lua]
[QUOTE=>>oubliette<<;50479962]fuckin updates keep breaking all my addons man
[lua]
hook.Add("HUDPaint", "this was a joke", function()
-- draw black on the screen
-- leave setdrawcolor outside for optimizations
surface.SetDrawColor(0, 0, 0, 255);
for x = 0, ScrW() do
for y 0 =, ScrH() do
surface.DrawLine(x, y, x, y);
end
end
end);
[/lua][/QUOTE]
Well, your first issue seems to be that your second loop will be zero'd to equal.
[QUOTE=grobov13;50479704]Finally got to try my mod with multicore on. Works like a charm with twice the usual fps.
Also have not noticed any issues with navmeshes/nextbots.[/QUOTE]
I might have missed a previous post, but how to enable multicore?
[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]
[QUOTE=Willox;50477990]I can't reproduce it. Have you got any addons?[/QUOTE]
Alright, disabled em all, and it's not the addons. I think it happens on both branches.
It also happens when I try to join the Meta Construct server, haven't tried others.
[QUOTE=ManFlakes;50482890]Alright, disabled em all, and it's not the addons. I think it happens on both branches.
It also happens when I try to join the Meta Construct server, haven't tried others.[/QUOTE]
It should be creating a minidump (.mdmp file) in your GarrysMod directory. Have you got one?
[QUOTE=Willox;50483017]It should be creating a minidump (.mdmp file) in your GarrysMod directory. Have you got one?[/QUOTE]
Yep.
[URL="https://drive.google.com/open?id=0B7EgmIG-Q5R5V3dOaV9hQXBLSU0"]https://drive.google.com/open?id=0B7EgmIG-Q5R5V3dOaV9hQXBLSU0[/URL]
[URL="https://drive.google.com/open?id=0B7EgmIG-Q5R5QkVYVWVlWUYzcmc"]https://drive.google.com/open?id=0B7EgmIG-Q5R5QkVYVWVlWUYzcmc[/URL]
[QUOTE=ManFlakes;50484040]Yep.
[URL="https://drive.google.com/open?id=0B7EgmIG-Q5R5V3dOaV9hQXBLSU0"]https://drive.google.com/open?id=0B7EgmIG-Q5R5V3dOaV9hQXBLSU0[/URL]
[URL="https://drive.google.com/open?id=0B7EgmIG-Q5R5QkVYVWVlWUYzcmc"]https://drive.google.com/open?id=0B7EgmIG-Q5R5QkVYVWVlWUYzcmc[/URL][/QUOTE]
Any dumps from when you were running without addons?
you can remove the filter from when you tried to kill my last community; someone else is using its name now apparently :v
[I]185.38.151.20:27016[/I] - you won't be able to find that server in the server browser because of the name (try finding any server with the keyword "AeroGameServers" in the title)
[IMG]https://drizzy.vip/images/png/fdrrs.png[/IMG]
I think you also blocked a few more in gamemode names and some others for hostnames too
Their server IP's
185.38.149.98:27055 ( they're not IP banned, just they're hidden as they use that keyword )
185.38.151.231:27105
[QUOTE=Rust Devblog 114]Based on our research so far, these crashes seem to be related to Unity’s multithreaded D3D11 implementation and can be avoided by using the -force-gfx-direct command-line parameter in the game’s launch options. Unfortunately, this option forces single-threading and may affect performance considerably[/QUOTE]
Multicore even hunts Garry in Rust, he can't escape. :v:
Multithreading is difficult. Race conditions can make you turbomad, they're bitches to debug.
Has anyone considered adding a new surface function to the library that simply draws a single pixel/point on the screen? There have been a few times when I've needed to draw single pixels of a certain color, but using DrawRect with the width and height of 1 has proven too laggy for doing it for large amounts of pixels.
[QUOTE=MPan1;50490440]Has anyone considered adding a new surface function to the library that simply draws a single pixel/point on the screen? There have been a few times when I've needed to draw single pixels of a certain color, but using DrawRect with the width and height of 1 has proven too laggy for doing it for large amounts of pixels.[/QUOTE]
Not going to happen because it would be too slow with Lua
[QUOTE=Willox;50485770]Any dumps from when you were running without addons?[/QUOTE]
One of them is with addons disabled, can't check which one it is cus I'm on my laptop, but if I had to guess, it would be the one with the latest modified date. If that even is accurate when you download it.
Why not generate a mesh with colours assigned to each vertex, and let the engine do the heavy lifting (instead of passing from Lua to C continuously which is very expensive). Just setup the mesh table, render it in your own render target and use it in a material. I haven't tested this, but I am curious if it offers much in terms of performance. The only issue would be blending of the colours, but it's not a big one.
[QUOTE=ManFlakes;50490901]One of them is with addons disabled, can't check which one it is cus I'm on my laptop, but if I had to guess, it would be the one with the latest modified date. If that even is accurate when you download it.[/QUOTE]
They've both got addons (e.g. wiremod). Try renaming your addons directory temporarily in-case it's some non-workshop addons that are loaded.
[QUOTE=Lapin_b0t;50490461]Not going to happen because it would be too slow with Lua[/QUOTE]
It's faster than drawing a quad for every pixel. A pixel buffer would be nice, but would take time to add. There's already a request in garrysmod requests so just be patient.
[QUOTE=thegrb93;50491715]It's faster than drawing a quad for every pixel. A pixel buffer would be nice, but would take time to add. There's already a request in garrysmod requests so just be patient.[/QUOTE]
That's true, that's faster than drawing a 1x1 rect but the idea of drawing pic with Lua is bad, because if you want to draw more than 500px it's going to be a terrible performance loss for that number of pixel.
I did fractal render on Love 2D (px per px draw) and jesus it was slow, even if Love2D is really faster than GMOD.
Then i did render it using C++ and opengl (without hardware accelec, just by writing the pixel char* map) and it was fast as hell.
A pixel buffer in lua would allow uploading a string of memory to a texture at the same speed as c++. Love2d doesn't have such a thing implemented.
[QUOTE=thegrb93;50491715]It's faster than drawing a quad for every pixel. A pixel buffer would be nice, but would take time to add. There's already a request in garrysmod requests so just be patient.[/QUOTE]
Take time to add? I've already done the [url=https://github.com/Facepunch/garrysmod-requests/issues/605]heavy[/url] [url=https://dl.dropboxusercontent.com/u/20789739/texture_format_test.rar]lifting[/url].
so since we are getting multicore rendering, i feel like we will need some guarantees:
Are the rendering hooks still going to be guaranteed in any certain order?
If not, can we add more hooks, for example PostDrawEntities, DrawEntities, PreDrawEntities
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