[QUOTE=RoaringCow;50250346]Couldn't find any other posts about DNumberWangs being broken. Did the update break wangs for anyone else? The numbers are invisible for me. Can still type in them and otherwise work fine. Just can't see what I'm typing.
Here's a picture of my broken wang:
[IMG]https://dl.dropboxusercontent.com/u/10892189/Screenshot%202016-05-03%2014.05.43.png[/IMG][/QUOTE]
I have no idea what am I looking at. What's exactly is broken? What is it supposed to look like?
Here's a DNumberWang in the spawnmenu:
[img]http://i.imgur.com/9EI9gfS.png[/img]
Appears to be working 100%?
Since you overwrite the skin and/or styling of the DNumberWang/DTextEntry, you must update your code.
[QUOTE=RoaringCow;50250605]Yep, thanks for pointing me in the right direction![/QUOTE]
You're probably overriding SKIN:PaintTextEntry with your own implementation which doesn't match the GMod one after the update. It was changed very slightly to fix several bugs with DTextEntry.
Would be interesting to know why you needed to override SKIN:PaintTextEntry if that was the case.
[QUOTE=RoaringCow;50250688]That was it.
It was for gradients:
[/QUOTE]
Did SKIN.tex.TextBox, SKIN.tex.TextBox_Focus and SKIN.tex.TextBox_Disabled not work out for the gradient effect?
How hard would it be for you to copy over that function from the default skin and seeing what happens?
[url]https://github.com/garrynewman/garrysmod/blob/97ee4db09c7e8b503e038567601df76b87a3774a/garrysmod/lua/skins/default.lua#L443-L460[/url]
And then tweaking/merging the code to your liking.
I was talking about setting them to point to wherever the gradient is in the GWEN texture so you didn't need to override SKIN:PaintTextEntry at all.
[lua]
-- Example from default skin
SKIN.tex.TextBox = GWEN.CreateTextureBorder( 0, 150, 127, 21, 4, 4, 4, 4 )
SKIN.tex.TextBox_Focus = GWEN.CreateTextureBorder( 0, 172, 127, 21, 4, 4, 4, 4 )
SKIN.tex.TextBox_Disabled = GWEN.CreateTextureBorder( 0, 194, 127, 21, 4, 4, 4, 4 )
[/lua]
[QUOTE=RoaringCow;50250764]Looks like pretty much the same thing:
[IMG]https://dl.dropboxusercontent.com/u/10892189/bgdefault.png[/IMG]
[B]EDIT: [/B]Wait did you mean the opposite of what I just did?[/QUOTE]
Yes, I said [b]FROM[/b] the default skin. Anyway, I am sure you can fix it now.
Not surprised my skin for stronghold is broken after a few updates.
@Willox: lol I just noticed that file.Find's name sorting is backwards ([url]https://github.com/Facepunch/garrysmod-requests/issues/730[/url])
[url]http://wiki.garrysmod.com/page/input/IsMouseDown[/url]
IsMouseDown doesn't seems to respond to mousewheels.
[IMG]http://i.imgur.com/ZkK73G8.png[/IMG]
Can we expect a fix or we'll have to figure out on our own?
How do I get in touch with a developer? I have a lot of ideas for gmod.
[QUOTE=nubpro;50255657]IsMouseDown doesn't seems to respond to mousewheels.[/QUOTE]
How is it even supposed to work? Mousewheel is never held.
[QUOTE=nubpro;50255657][url]http://wiki.garrysmod.com/page/input/IsMouseDown[/url]
IsMouseDown doesn't seems to respond to mousewheels.
[IMG]http://i.imgur.com/ZkK73G8.png[/IMG]
Can we expect a fix or we'll have to figure out on our own?[/QUOTE]
In the meantime, you could possibly use CUserCmd:GetMouseWheel() in CreateMove (or similar) hook to give an indication that a scroll was done. It won't work if gui.EnableScreenClicker is set to true, if that matters. If it does matter, you could probably get around that with hooking vgui.GetWorldPanel().OnMouseWheeled or something. Not very nice but it's just as a workaround.
[QUOTE="Dev Branch Changelog"]RenderGroup of SENTs and SWEPs is now defaulted to engine default unless overridden ( instead of defaulting to RG_OPAQUE )[/QUOTE]
This doesn't work for SENTs with ENT.Type = "ai", is this intentional?
just gonna ask again if it's possible to get the skin limit for studiomdl increased, assuming you guys have the source code to it.
[QUOTE=Zelpa;50260343]just gonna ask again if it's possible to get the skin limit for studiomdl increased, assuming you guys have the source code to it.[/QUOTE]
Make a request on github, it's been said that this isn't the place for requests
[QUOTE=Zelpa;50260343]just gonna ask again if it's possible to get the skin limit for studiomdl increased, assuming you guys have the source code to it.[/QUOTE]
Tried this? [url]http://dev.cra0kalo.com/?p=21[/url]
[QUOTE=Hoffa1337;50261236]Tried this? [url]http://dev.cra0kalo.com/?p=21[/url][/QUOTE]
Yep, but that's only compatible with the CS:GO / Dota 2 branch of Source to my knowledge. I tried hex editing the MDL version number to the same as the GMod version, but that doesn't work either.
[QUOTE=Zelpa;50261272]Yep, but that's only compatible with the CS:GO / Dota 2 branch of Source to my knowledge. I tried hex editing the MDL version number to the same as the GMod version, but that doesn't work either.[/QUOTE]
The models will still work in gmod though, we're using it for stuff like [url=http://rustracers.xyz/wp-content/uploads/2016/04/sent_neurotec_madmax_dakar1.png]this[/url]
connect p2p:<steamid64> does not seem to work... says Bad server address (p2p:76561198012625684)
was trying to use it to test and couldnt. i made sure sv_lan was 0 and had space for 3 people
might just be me though
[QUOTE=kulcris;50264353]connect p2p:<steamid64> does not seem to work... says Bad server address (p2p:76561198012625684)
was trying to use it to test and couldnt. i made sure sv_lan was 0 and had space for 3 people
might just be me though[/QUOTE]
Looks like you are not on the dev branch.
Am I the only one that had playermodels messed up after this?
For me, all player models are in T pose whether or not they are from a workshop addon, legacy addon or the default game models.
A question.
Why is the "Flechette Gun" allowed to spawn even if you don't own Half-Life 2 Episode: Two which is required to make it work properly?
Hate to be a nag, but
[QUOTE=Willox;49943657]
[QUOTE=Jcw87;49943645][url=https://github.com/Facepunch/garrysmod-requests/issues/605]Lua created procedural textures[/url][/QUOTE]
I've been planning on adding bindings for this.
[/quote]
Is this any closer to becoming a reality?
[QUOTE=deinemudda32;50265627]A question.
Why is the "Flechette Gun" allowed to spawn even if you don't own Half-Life 2 Episode: Two which is required to make it work properly?[/QUOTE]
[url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/weapons/weapon_flechettegun.lua#L2[/url]
I have no idea what you are talking about.
[QUOTE=Willox;50264371]Looks like you are not on the dev branch.[/QUOTE]
oh, i thought that was part of the last update, could have sworn it was on the changelog. my bad
Would it be possible to remove Steam\steamapps\common\GarrysMod\garrysmod\download as a mounting directory for hammer? I don't want people's stupid addons cluttering up the textures and models. (I don't think anyone does)
[QUOTE=gurgle528;50264910]Am I the only one that had playermodels messed up after this?
For me, all player models are in T pose whether or not they are from a workshop addon, legacy addon or the default game models.[/QUOTE]
Send me the relevant models and I'll try them on an older version of the game. If you mean every single player model, I'm not sure what to say. Perhaps you could run debug_dump in your console and share the created debug_dump.txt file? It'll appear in the GarrysMod directory.
Dev Branch:
[quote]
• Auto-refresh won't crash when you've got a crazy include pattern, such as two files that sometimes load each other
• Clienside auto-refresh no longer depends on placement of serverside AddCSLuaFile calls (you might find it works in many more situations now)
• Fixed crash when trying to send super large snapshots when > 4KiB of data is already in the outgoing buffer [b](This is on pre-release too, probably out next week.)[/b]
• Archived ConVars' saved values are no longer loaded clientside when they are replicated (causes de-sync on servers with ConVars set to their default value)
• HTTP() no longer leaks request references and doesn't crash if the Lua state is destroyed
• render.RedownloadAllLightmaps now updates lighting on static props as well
• Fixed a rare case where NPCs could become invisible after noclipping into them
• Fixed vehicles (and some flying NPCs) being completely silent if they spawned outside of the client's PAS
• Fixed not being able to create more than one font with different scanline sizes but otherwise identical parameters
• Updated BASS to version 2.4.12
• Added IGModAudioChannel:GetAverageBitRate()
• Added FFT_32768
[/quote]
+ [url]http://wiki.garrysmod.com/changelist/[/url]
[QUOTE=Robotboy655;50265654][url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/weapons/weapon_flechettegun.lua#L2[/url]
I have no idea what you are talking about.[/QUOTE]
I've seen servers on which you could spawn it that didn't shoot anything and had a glitchy viewmodel.
[QUOTE=Tenrys;50266614]I've seen servers on which you could spawn it that didn't shoot anything and had a glitchy viewmodel.[/QUOTE]
Yeah, if I don't mount EP2 on the server and spawn the weapon, which I can still do despite EP2 not being mounted, it appears as just a pistol that upon left clicking fires an ultra-precise invisible bullet that instakills things, and right clicking fires a tight cone of the aforementioned invisible bullets.
[QUOTE=Tenrys;50266614]I've seen servers on which you could spawn it that didn't shoot anything and had a glitchy viewmodel.[/QUOTE]
Possibly because IsMounted is broken on dedicated servers: [url]https://github.com/Facepunch/garrysmod-issues/issues/74[/url]
Though I thought it returned false for EP2. Maybe not then.
The fact it checks both serverside and clientside as well could cause prediction problems if IsMounted returned true on the server but false clientside.
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