[QUOTE=Robotboy655;51491772]That was always the case. The only thing that changed was that it shows more keyvalues now, and it shows their real values, instead of showing 0 for all int/float values.[/QUOTE]
You mean it's fixed now? That's what that github notification was for?
[QUOTE=Robotboy655;51491772]That was always the case. The only thing that changed was that it shows more keyvalues now, and it shows their real values, instead of showing 0 for all int/float values.[/QUOTE]
Running the code I have linked does indeed produce an error on the dev branch while it does not on stable.
I tracked it down to the fact that GetKeyValues only contained number and string values, while now it apparently also contains booleans.
ENTITY:SetKeyValue apparently works for strings and numbers but it does not work for boolean, thus resulting in the error.
I obviously suggest changing that as there is no reason that it should work for numbers and strings but not booleans.
Not changing it would most certainly break things since from a logical point of view
[LUA]
for k,v in pairs(ent:GetKeyValues()) do
ent:SetKeyValue(k, v)
end
[/LUA]
should always be equivalent to not executing any statement at all
[QUOTE=syl0r;51492915]Running the code I have linked does indeed produce an error on the dev branch while it does not on stable.
I tracked it down to the fact that GetKeyValues only contained number and string values, while now it apparently also contains booleans.
ENTITY:SetKeyValue apparently works for strings and numbers but it does not work for boolean, thus resulting in the error.
I obviously suggest changing that as there is no reason that it should work for numbers and strings but not booleans.
Not changing it would most certainly break things since from a logical point of view
for k,v in pairs(ent:GetKeyValues()) do ent:SetKeyValue(k, v)end
should always be equivalent to not executing any statement at all[/QUOTE]
I've mentioned this before, its just as he says due the new KeyValues you may think it changed since the lua conversation arent automatic in all cases.
Am I missing something or is there a reason as to why all values wouldn't be allowed? self[k] = v?
[QUOTE=syl0r;51492915]Running the code I have linked does indeed produce an error on the dev branch while it does not on stable.
I tracked it down to the fact that GetKeyValues only contained number and string values, while now it apparently also contains booleans.
ENTITY:SetKeyValue apparently works for strings and numbers but it does not work for boolean, thus resulting in the error.
I obviously suggest changing that as there is no reason that it should work for numbers and strings but not booleans.
Not changing it would most certainly break things since from a logical point of view
[LUA]
for k,v in pairs(ent:GetKeyValues()) do
ent:SetKeyValue(k, v)
end
[/LUA]
should always be equivalent to not executing any statement at all[/QUOTE]
I will change bools to be pushed as numbers instead.
[QUOTE=Author.;51493537]Am I missing something or is there a reason as to why all values wouldn't be allowed? self[k] = v?[/QUOTE]
Maybe by the way engine access them?
[url]https://github.com/Facepunch/garrysmod-requests/issues/317[/url]
Can we have this, pretty please?
Decided to ask here since this might be functionality that GMod doesn't have.
Is there a way to overwrite things that were previously set in [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/language/Add]language.Add[/url]?
Oddly specific bug time:
Using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/PhysicsInitSphere]Entity:PhysicsInitSphere[/url] causes trigger_push entities to respond really slow to the entity that you init physics on.
[sp]Can ply:Give() please return the weapon entity it creates?[/sp]
EDIT:
Apparently it does. Shit.
DOUBLE EDIT:
Could it be done so replicated convars send their values to players as they join?
[QUOTE=Author.;51493537]Am I missing something or is there a reason as to why all values wouldn't be allowed? self[k] = v?[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetKeyValue]Entity:SetKeyValue[/url] is an engine function that uses valve's [url=https://developer.valvesoftware.com/wiki/Keyvalues]key value system[/url]. This is unrelated to Lua.
It is possible to make it so when you do self[k] = v it would use SetKeyValue if the key is a "keyvalue" but this is very ambiguous. If it's implemented today it can cause many addons to break or error. Especially because the key values are very generic.
For example if you had this implemented and in your entity you did "self.wait = false" it wouldn't work because wait is a source engine key value which is a number. So self.wait can never be anything but a number.
[QUOTE=CapsAdmin;51507626]
For example if you had this implemented and in your entity you did "self.wait = false" it wouldn't work because wait is a source engine key value which is a number. So self.wait can never be anything but a number.[/QUOTE]
It would also cause unexpected behavior on old entities that uses the same variable names that the engine does coincidentally.
Is there a way to manually transmit an entity to a player?
If not, could there be?
You mean transmit an entity to only a particular player? AFAIK the only options currently available are always transmit, never transmit, or transmit based on PVS.
You can achieve it with [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetPreventTransmit]Entity:SetPreventTransmit[/url]
[QUOTE=MDave;51512169]You can achieve it with [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetPreventTransmit]Entity:SetPreventTransmit[/url][/QUOTE]
I saw that but I figured that it could only [I]prevent[/I] transmitting. Can it also force it?
[QUOTE=bobbleheadbob;51512172]I saw that but I figured that it could only [I]prevent[/I] transmitting. Can it also force it?[/QUOTE]
Try using [URL="http://wiki.garrysmod.com/page/ENTITY/UpdateTransmitState"]ENTITY/UpdateTransmitState[/URL]?
[QUOTE=bobbleheadbob;51512172]I saw that but I figured that it could only [I]prevent[/I] transmitting. Can it also force it?[/QUOTE]
It hides the entity from the target client immediately.
[QUOTE=SFArial;51516503]It hides the entity from the target client immediately.[/QUOTE]
Use UpdateTransmitState to make it always transmit to everyone then use SetPreventTransmit to hide it from everyone except the people that should see it.
How reliable is [url]https://tf2maps.net/threads/repacking-your-maps.24822/[/url] currently in GMOD? I've been messing around with it and haven't noticed any issues. But I noticed on the dev branch changelist it had something about problems with compressed tf2 maps. Has anyone had any problems using repacked maps in GMOD?
[QUOTE=TheEmp;51526873]How reliable is [URL]https://tf2maps.net/threads/repacking-your-maps.24822/[/URL] currently in GMOD? I've been messing around with it and haven't noticed any issues. But I noticed on the dev branch changelist it had something about problems with compressed tf2 maps. Has anyone had any problems using repacked maps in GMOD?[/QUOTE]
It crashes OSX but seems to work fine on Windows. I posted about it a couple threads ago.
Ok, the next update is scheduled to 19th. It will only contain some fixes and additions, nothing too big. Server list changes included.
Full change list:
[url]http://wiki.garrysmod.com/changelist/prerelease/[/url]
Edit: The update will be mandatory for server owners!
Minor thing, can something be done so that Linux servers don't crash if CalcMainActivity's second return arguement is a sequence ID number that's less than zero?
[QUOTE=YourStalker;51528399]Minor thing, can something be done so that Linux servers don't crash if CalcMainActivity's second return arguement is a sequence ID number that's less than zero?[/QUOTE]
Minor thing, can people finally start reporting bugs, and do it where you are supposed to?
[QUOTE=Noi;51528996]why[/QUOTE]
Because in certain spots with a lot of burning, it can insta kill you since they also do damage, as well as a lot of burning gibs cause massive FPS drops.
[quote]render.Pop* functions no longer crash the game when over-popping[/quote]
Now how am I supposed to fuck with trolls before banning them?!
This is an [I]outrage[/I].
[QUOTE=bobbleheadbob;51529129]Now how am I supposed to fuck with trolls before banning them?!
This is an [I]outrage[/I].[/QUOTE]
You can still spam their data folder with text files to the point of their harddrive being full.
[editline]14th December 2016[/editline]
Or crash them with cam functions
[editline]14th December 2016[/editline]
Or delete their player entity
[editline]14th December 2016[/editline]
Or print the VAC ban message
How about stopping the gc and creating a billion objects?
[QUOTE=code_gs;51529181]You can still spam their data folder with text files to the point of their harddrive being full.
[editline]14th December 2016[/editline]
Or crash them with cam functions
[editline]14th December 2016[/editline]
Or delete their player entity
[editline]14th December 2016[/editline]
Or print the VAC ban message[/QUOTE]
This post earned a special place in my notes.txt
Yeah, actually i do that to players that entered into my server, they start yelling "this server is laggy wtf"
Tested the spammer in my hdd and it filled almost 1gb in 30 seconds
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