• Next Update v5 - April 2016 Update is out!
    1,200 replies, posted
[QUOTE=thegrb93;50618257]Testing prerelease... HTTP() doesn't work inside of HUDPaint anymore. Have to use a timer.Simple(0. That's all I've found so far.[/QUOTE] Why would you call HTTP every frame?! [editline]29th June 2016[/editline] Also, we're not getting HTML5 support? That's sad.
[QUOTE=LegoGuy;50620059]Why would you call HTTP every frame?! [editline]29th June 2016[/editline] Also, we're not getting HTML5 support? That's sad.[/QUOTE] Who says he's calling it every frame? [lua]hook.Add("HUDPaint", "HTTP", function() HTTP(...) hook.Remove("HUDPaint", "HTTP") end)[/lua] Or, ya know, any if-statement that obviously will not call HTTP if the condition is not met.
new panel [url]https://github.com/garrynewman/garrysmod/pull/1197[/url]
[QUOTE=Ott;50626263]new panel [url]https://github.com/garrynewman/garrysmod/pull/1197[/url][/QUOTE] Great name for the panel:v:
So I've been noticing surface.DrawPoly is behaving oddly while multicore is enabled. Not sure if it's been reported already. I've got a circle being drawn and it will occasionally spaz out and deform, or part of the poly will stretch to the center of the screen for half a second.
Isn't COLLISION_GROUP_INTERACTIVE supposed to collide with itself? The wiki only states it won't collide with INTERACTIVE_DEBRIS and DEBRIS, nothing about just INTERACTIVE. Not sure if game bug or misleading wiki description.
[QUOTE=Zet0r;50627415]Isn't COLLISION_GROUP_INTERACTIVE supposed to collide with itself? The wiki only states it won't collide with INTERACTIVE_DEBRIS and DEBRIS, nothing about just INTERACTIVE. Not sure if game bug or misleading wiki description.[/QUOTE] The wiki description is straight from the engine, so I would not be surprised if its wrong. Or maybe it's just wording. [quote] COLLISION_GROUP_INTERACTIVE_DEBRIS - Collides with everything except [b]other[/b] interactive debris or debris COLLISION_GROUP_INTERACTIVE - Collides with everything except interactive debris or debris[/quote]
Isnt gmod supposed to have a lua error when theres a stack overflow? I just created accidentaly a DCollapsibleCategory, and set the contents to itself and my gmod crashed. Isnt it supposed to give an error first?
[QUOTE=geferon;50630753]Isnt gmod supposed to have a lua error when theres a stack overflow? I just created accidentaly a DCollapsibleCategory, and set the contents to itself and my gmod crashed. Isnt it supposed to give an error first?[/QUOTE] If you create an infinite loop with some C++ functions it wont stack overflow. That's just my observation however I'm sure there's a more technical explanation for it.
I encountered a crash yesterday. I opened the spawnmenu, searched for "female", then while the icons were loading I searched for "male" and then suddenly the game crashed without any response. By the way: *CMaterialSystem::Lock: X ms spams my console
I can't recreate that crash Report: Doing SetModelScale inside initialize with 0 as delta, will break trace detection in client With 0 as argument [t]http://i.imgur.com/oH1Koze.png[/t] With 0.01 as argument [t]http://i.imgur.com/TCJt6mB.png[/t] Althought if you spawn an entity and change the scale later, C menu will work correctly, should we documment it inside wiki? Or this is something that should be fixed (In case this is not the correct behavior)
The wiki page for [URL="http://wiki.garrysmod.com/page/GM/Move"]GM:Move[/URL] has an example that says returning true overrides default behaviour. Does anyone know which method this exactly blocks in the engine? Also, does this undocumented return behaviour apply to any other predicted hooks (StartCommand, SetupMove, FinishMove, Think)?
What is the full release date of the next update(If there is one)?
[QUOTE=StonedPenguin;50631974]If you create an infinite loop with some C++ functions it wont stack overflow. That's just my observation however I'm sure there's a more technical explanation for it.[/QUOTE] Stack overflow in the lua stack != stack overflow in the actual stack that's pretty much the technical explanation :v:
I see some default gmod panels and DarkRP panels use the panel "ModelImage", but i cant seem to find it documented in gmod's wiki nor in garrysmods lua files. Can somebody do a documentation about it or something please?
[url]https://developer.valvesoftware.com/wiki/VGUI_ModelPanel[/url] Is a start
So that update's out. No specific time seeing as it's optional: [url]http://steamcommunity.com/games/garrysmod/announcements/detail/886464065021663726[/url]. I don't think there's much here for devs that'll be interesting.
[QUOTE=Willox;50656548]So that update's out. No specific time seeing as it's optional: [url]http://steamcommunity.com/games/garrysmod/announcements/detail/886464065021663726[/url]. I don't think there's much here for devs that'll be interesting.[/QUOTE] [quote] Scripted weapons now function correctly when switching to a weapon with no ammo. [/quote] [i]thank you[/i]
I don't know if this was mentioned before but does putting the commands for the multi-queued rendering in autoexec.cfg make them basically permanent or 'always on'?
[QUOTE=TheSenDest;50657172]I don't know if this was mentioned before but does putting the commands for the multi-queued rendering in autoexec.cfg make them basically permanent or 'always on'?[/QUOTE] Yes, it does.
[QUOTE=Hazbelll;50657220]Yes, it does.[/QUOTE] Thank you!
[QUOTE=geferon;50652160]I see some default gmod panels and DarkRP panels use the panel "ModelImage", but i cant seem to find it documented in gmod's wiki nor in garrysmods lua files. Can somebody do a documentation about it or something please?[/QUOTE] I believe that ModelImage is a panel that, when given a model, creates a .png (or .jpeg?) of the front of it. It's used for getting those face-shots of models you see when browsing through the Player Model selector in Sandbox, I believe.
[QUOTE=Sam Za Nemesis;50658579]How hard was it to implement Peer to Peer? ASW engine branch has support for P2P but everything is undocumented and everything relevant is directly hooked to the Alien Swarm specific menu code[/QUOTE] It's all gmod-specific. I've got no idea how it's implemented in other Source games, but it isn't hard.
Thank you, Gods of GMod. Players can finally stop bitching at me about not being able to play [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=382065862"]The Resistance[/URL] with their friends.
[QUOTE=Willox;50656548]I don't think there's much here for devs that'll be interesting.[/QUOTE] Are you kidding? p2p is a huge change. :D It opens for 2-6 player gamemodes that can be enjoyed between friends. Without all the hazard of setting up a local server. (As long you only got workshop stuff on your client. Direct download is kinda slow) I already got some ideas I want to try out. Oh .. and gained +100 fps when enabling multicore on the dev.
Can we get a radio button control? [IMG]http://i.imgur.com/PJamWvk.gif[/IMG] It's easy to make out of checkboxes, but really, such a basic control should come with the game. The current control for it in the game is broken.
[QUOTE=man with hat;50668769]Can we get a radio button control? [IMG]http://i.imgur.com/PJamWvk.gif[/IMG] It's easy to make out of checkboxes, but really, such a basic control should come with the game. The current control for it in the game is broken.[/QUOTE] +1 There's stuff for them in the GWEN skin, but oddly a control hasn't been made. [URL="https://github.com/garrynewman/garrysmod/pull/938"]One PR[/URL] added it to DMenu, but it apparently wasn't a great implementation.
[QUOTE=man with hat;50668769]Can we get a radio button control? [IMG]http://i.imgur.com/PJamWvk.gif[/IMG] It's easy to make out of checkboxes, but really, such a basic control should come with the game. The current control for it in the game is broken.[/QUOTE] In the meanwhile you can use [URL="http://wiki.garrysmod.com/page/Category:DComboBox"]DComboBox[/URL]. It's basically the same but more compact.
-snip wrong fucking thread ups
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