Could just be me, but if a "prop_combine_ball" is spawned underwater and exploded it will crash the server.
I know the combine ball had issues a long time back.
How about, you write test code, test it, and if crashes, you post the code in a new issue on GitHub?
Updated and condensed the changelist a bit for those interested:
[url]http://wiki.garrysmod.com/changelist/[/url]
[QUOTE=Robotboy655;51119674]Updated and condensed the changelist a bit for those interested:
[url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE]
"Added limit to the [B]Cameta[/B] tool (defaults to 10)"
[QUOTE=Robotboy655;51119674]Updated and condensed the changelist a bit for those interested:
[url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE]
htc vive api when
[QUOTE=Kevlon;51120184]htc vive api when[/QUOTE]
Never. None of the current GMod devs even own any VR headset.
[QUOTE=Robotboy655;51120269]Never. None of the current GMod devs even own any VR headset.[/QUOTE]
so you can afford all those ferraris but not a VR headset?
:v:
[QUOTE=Robotboy655;51120269]Never. None of the current GMod devs even own any VR headset.[/QUOTE]
ill buy u or willox one if you agree to do it
Not sure if this is important enough, but r_flashlightdepthres crashes the game when changed if there are any active projected textures/lamps working. Is there a way of finding all enabled projected textures through lua?
[QUOTE=VIoxtar;51120802]Is there a way of finding all enabled projected textures through lua?[/QUOTE]
Assuming you mean clientside [url=http://wiki.garrysmod.com/page/Category:ProjectedTexture]ProjectedTextures[/url], nope, pretty sure there isn't. Since they were added fairly recently, it's likely that willox forgot or didn't think to make a function to find them.
I'm also like 70% sure that they have no garbage collection, meaning that if you lose a reference to a ProjectedTexture in Lua then you're screwed and there's no way to remove it besides reloading the map! Yay!
You should request a FindAll function on [url]https://github.com/Facepunch/garrysmod-requests/issues[/url] I guess, and/or reply to the [url=https://github.com/Facepunch/garrysmod-requests/issues/286]original request[/url] (not sure how effective that would be though)
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Weapon/LastShootTime]Weapon:LastShootTime[/url] is always 0 serverside, but has the correct value clientside.
[QUOTE=P4sca1;51121366][img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Weapon/LastShootTime]Weapon:LastShootTime[/url] is always 0 serverside, but has the correct value clientside.[/QUOTE]
Didn't even know that existed. Could a SetLastShootTime be added so SWEPs that use custom firing functions can properly use this function? I'll put it on the Github as well.
[QUOTE=Robotboy655;51120269]Never. None of the current GMod devs even own any VR headset.[/QUOTE]
Ok how about just making valves OpenVR api work :(
[QUOTE=Kevlon;51122466]Ok how about just making valves OpenVR api work :([/QUOTE]
How do they get it to work without a VR headset?
[QUOTE=highvoltage;51123614]How do they get it to work without a VR headset?[/QUOTE]
Well technically, setting a second monitor on a HDMI port on the same resolution as the vive on a 90 refresh rate will emulate it.
All that's needed is 3d rendering
I saw you guys updated the env_skypaint thing, was it ever modified to allow 360 stars for like space maps? (I haven't watched github closely)
3 star layers is cool but id rather like 360degree stars more
[QUOTE=Rocketsurgery;51124567]I saw you guys updated the env_skypaint thing, was it ever modified to allow 360 stars for like space maps? (I haven't watched github closely)
3 star layers is cool but id rather like 360degree stars more[/QUOTE]
According to Willox, it's unfeasible.
[QUOTE=Robotboy655;51124619]According to Willox, it's unfeasible.[/QUOTE]
alright thats cool
still good update thanks
[QUOTE=Rocketsurgery;51124567]I saw you guys updated the env_skypaint thing, was it ever modified to allow 360 stars for like space maps? (I haven't watched github closely)
3 star layers is cool but id rather like 360degree stars more[/QUOTE]
You could always just make your own stuff to do that too. Maybe using [url]http://wiki.garrysmod.com/page/GM/PostDrawSkyBox[/url]
I'm sorry but this has angered me for like the thousandth time. Can [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/surface/GetTextSize]surface.GetTextSize[/url] actually be useful?
Bellow is an example where I set the draw position of the yellow bar to be time_position + time_textw [img]http://i.imgur.com/OGWzxsB.png[/img]
As you can see, the width time_textw is returning is a bit too small. Sure I can add a few pixels to make it align correctly but that completely fucks anything that is supposed to scale.
[QUOTE=YourStalker;51125477]I'm sorry but this has angered me for like the thousandth time. Can [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/surface/GetTextSize]surface.GetTextSize[/url] actually be useful?
Bellow is an example where I set the draw position of the yellow bar to be time_position + time_textw [img]http://i.imgur.com/OGWzxsB.png[/img]
As you can see, the width time_textw is returning is a bit too small. Sure I can add a few pixels to make it align correctly but that completely fucks anything that is supposed to scale.[/QUOTE]
I rely on it a lot for shit like this
[t]http://images.akamai.steamusercontent.com/ugc/594779323901629772/2AA70A100D04B59E6FB318B4E323E1C2B1AD3EC7/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/594779323901628462/7C9ACD41DEE2C7055DFE7FAC665543E885D74F5C/[/t]
[QUOTE=YourStalker;51125477]I'm sorry but this has angered me for like the thousandth time. Can [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/surface/GetTextSize]surface.GetTextSize[/url] actually be useful?
Bellow is an example where I set the draw position of the yellow bar to be time_position + time_textw [img]http://i.imgur.com/OGWzxsB.png[/img]
As you can see, the width time_textw is returning is a bit too small. Sure I can add a few pixels to make it align correctly but that completely fucks anything that is supposed to scale.[/QUOTE]
are you sure you didnt do box_pos + text_width because it looks like you did
:v:
[sp]I retract my previous comments[/sp]
[QUOTE=Rocketsurgery;51124567]I saw you guys updated the env_skypaint thing, was it ever modified to allow 360 stars for like space maps? (I haven't watched github closely)
3 star layers is cool but id rather like 360degree stars more[/QUOTE]
I really wanted to get that done but it looked terrible at the mid-section because it is not a sphere. I'll give it another shot some when (probably by turning it in to a sphere in 360 mode)
@Willox: I'm guessing you added this:[quote]
Auto Refresh - Circular hierarchy for '!addons/dgp/lua/dgp/dgp_client.lua'.
Auto Refresh - No root found for 'addons/dgp/lua/dgp/dgp_client.lua'.
[/quote]
And it's preventing reload even though there is no circular dependency on load. It's within a console command call so that I can reload the whole thing without refreshing the file.
Here is what I have going on:
1. [I]autorun/init.lua[/I] (includes [I]myfolder/<ENVIRONMENT>.lua[/I])
2. [I]myfolder/client.lua[/I] (contains a concommand that includes [I]autorun/init.lua[/I])
If I don't use the console command to reload the addon it continues to refresh just fine. As soon as I use the command you store the fact that [I]myfolder/client.lua[/I] included [I]autorun/init.lua[/I] and it breaks my auto refreshing.
[I][B]Edit:[/B][/I]
Well I just worked around it by moving the concommand to the top level file and tweaked it so this isn't much of an issue, just thought I'd bring it up.
Also did you see my auto-refresh issue post about pcall'ing include on the last page?
[QUOTE=TehBigA;51125707]@Willox: I'm guessing you added this:
And it's preventing reload even though there is no circular dependency on load. It's within a console command call so that I can reload the whole thing without refreshing the file.
Here is what I have going on:
1. [I]autorun/init.lua[/I] (includes [I]myfolder/<ENVIRONMENT>.lua[/I])
2. [I]myfolder/client.lua[/I] (contains a concommand that includes [I]autorun/init.lua[/I])[/QUOTE]
I'm surprised you managed to have that working without Auto-Refresh crashing, it should've meant you would hit an infinite loop in older versions of the game
[quote]Also did you see my auto-refresh issue post about pcall'ing include on the last page?[/QUOTE]
Do you have an example?
[QUOTE=Willox;51125776]I'm surprised you managed to have that working without Auto-Refresh crashing, it should've meant you would hit an infinite loop in older versions of the game[/QUOTE]
No it wouldn't crash because the import that would cause a loop was inside of a concommand function. It only included the top level init file when it was executed and not when the file was loaded.
[QUOTE=Willox;51125776]Do you have an example? [/QUOTE]
[B]lua/autorun/pcall_init.lua:[/B]
[code]print('pcall_init')
pcall(include, 'pcall_included.lua')[/code]
[B]lua/pcall_included.lua:[/B]
[code]print('pcall_included')[/code]
1. Load a map and you'll see the two prints in the console
2. Resave lua/autorun/pcall_init.lua and you'll see the two prints in the console
3. Resave lua/autorun/pcall_include.lua and you'll see no new prints
[IMG]http://i.imgur.com/5BmbLff.png[/IMG]
[I]Edit[/I]: That song sucked and I thumbed it down.
[QUOTE=TehBigA;51125866]No it wouldn't crash because the import that would cause a loop was inside of a concommand function. It only included the top level init file when it was executed and not when the file was loaded.[/QUOTE]
That's the interesting part, it's not your code that'd hit an infinite loop but the auto-refresh system trying to work out what Lua file is the first in the include-hierarchy. I'll look in to the pcall stuff I guess.
[QUOTE=Robotboy655;51119674]Updated and condensed the changelist a bit for those interested:
[url]http://wiki.garrysmod.com/changelist/[/url][/QUOTE]
there is a spelling mistake on the "Lua API Changes" part
[t]http://techbot.xyz/ShareX/screenshots/2016/09/29/09-32_3124.png[/t]
[QUOTE=Willox;51125883]That's the interesting part, it's not your code that'd hit an infinite loop but the auto-refresh system trying to work out what Lua file is the first in the include-hierarchy. I'll look in to the pcall stuff I guess.[/QUOTE]
Oh interesting, haha
I'd assume the pcall fails since there is a c func in the call stack breaking the refresh logic. I bet you can just check if the pcall or xpcall was from an autorun or gamemode load and let the hierarchy continue. I hope it's a simple fix.
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