• Next Update v6.0 - October 2016
    1,799 replies, posted
[QUOTE=MinIsMin;51556173]Can someone please update this list (It's nearly 3 years old)? [url]https://wiki.garrysmod.com/page/Category:Deprecated_Functions[/url] It would make updating old scripts easier. (I don't know all functions which have been decleared as deprecated)[/QUOTE] None of this stuff will be removed so there's little reason not to use it right now unless annoying warning messages are added as suggested previously.
[QUOTE=Noi;51557461]Is lightcache live?[/QUOTE] Do you see it on the fucking changelog? :suicide:
[QUOTE=Robotboy655;51557557]Do you see it on the fucking changelog? :suicide:[/QUOTE] Why isn't it?
[QUOTE=code_gs;51557702]Why isn't it?[/QUOTE] [QUOTE=Willox;51537958]The update is smaller than it looks. I'd rather not have anything even close to large being pushed out only days before Christmas. We'll have a full merge some time after the new year.[/QUOTE]
[QUOTE=Robotboy655;51557267]Just tested vanilla GMod singleplayer and it appears to be fixed ( The exploit where you could be respawned on a ladder itself if you die while mounting/dismounting, and the bug where if you die on a ladder, you are still considered to be on the ladder even after you respawn ), so it must be you, unless you are talking about something entirely different. Tested in singleplayer with HL2 ladder. ( Not CSS ladders )[/QUOTE] Odd, I'm not entirely sure if it is the same bug, may just be a similar one. But at times when someone tries to use a ladder (HL2 ones, not CSS ones) it just blocks them (and makes their view kinda spazz out a bit if they keep trying to go down), I'm like 75% sure its where a player has died but I haven't tested if it happens 100% when they disconnect, I'll try and get it tested later today and find out. (This is for TTT btw)
[URL="https://github.com/Facepunch/garrysmod-requests/issues/881"]May we have a "OnScreenResolutionChanged" hook? Would be useful for adjusting UI and VGUI element sizes without using Think.[/URL]
[QUOTE=bobbleheadbob;51561058]May we have a "OnScreenResolutionChanged" hook? Would be useful for adjusting UI and VGUI element sizes without using Think.[/QUOTE] Put it on GitHub
Use PerformLayout
[QUOTE=Robotboy655;51561255]Use PerformLayout[/QUOTE] Is it called automatically when the screen resizes?
[QUOTE=Noi;51567066]People rarely change their game resolutions. Making a fix everywhere for this would be a pain.[/QUOTE] yes doing the proper thing is quite a pain in the long run
[QUOTE=Noi;51567066]People rarely change their game resolutions. Making a fix everywhere for this would be a pain.[/QUOTE] In source games it's better to restart the game after changing the resolutions anyways. Fonts and VGUI stuff is likely to be messed up afterwards.
[QUOTE=Noi;51567066]People rarely change their game resolutions. Making a fix everywhere for this would be a pain.[/QUOTE] I change my resolution very often... For testing huds etc. Btw. since the update my favorites (servers) aren't showing up sometimes...
I've run into a problem with rendertargets. The CREATERENDERTARGETFLAGS_HDR doesn't seem to work, i.e. HDR is interfering with rendering to my RT regardless of that flag being used or not. Am I misunderstanding that flag or is there an issue? Relevant function(?): [url]https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/public/materialsystem/MaterialSystemUtil.cpp#L183[/url] My code: [lua] local rt = GetRenderTargetEx( rtname, 1024, 1024, RT_SIZE_OFFSCREEN, MATERIAL_RT_DEPTH_SHARED, 0, 0, IMAGE_FORMAT_DEFAULT ) [/lua]
Anyone who remembers the option to disable steam authentication for players joining?
[QUOTE=thegrb93;51570603]I've run into a problem with rendertargets. The CREATERENDERTARGETFLAGS_HDR doesn't seem to work, i.e. HDR is interfering with rendering to my RT regardless of that flag being used or not. Am I misunderstanding that flag or is there an issue? Relevant function(?): [url]https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/public/materialsystem/MaterialSystemUtil.cpp#L183[/url] My code: [lua] local rt = GetRenderTargetEx( rtname, 1024, 1024, RT_SIZE_OFFSCREEN, MATERIAL_RT_DEPTH_SHARED, 0, 0, IMAGE_FORMAT_DEFAULT ) [/lua][/QUOTE] Okay it seems to only happen when the RT is rendered to itself. Idk if that is fixable. Test code. You can view the RT with mat_texture_list. You need to have HDR moving in order to notice the anomaly. [lua] local rt = GetRenderTargetEx( "RTTest", 1024, 1024, RT_SIZE_OFFSCREEN, MATERIAL_RT_DEPTH_SHARED, 0, 0, IMAGE_FORMAT_DEFAULT ) local rtmaterial = CreateMaterial( "RTTest", "UnlitGeneric", { [ "$nolod" ] = 1, [ "$ignorez" ] = 1, [ "$vertexcolor" ] = 1, [ "$vertexalpha" ] = 1, } ) rtmaterial:SetTexture( "$basetexture", rt ) function ENT:Draw() local oldViewPort = {0, 0, ScrW(), ScrH()} render.SetViewPort( 0, 0, 1024, 1024 ) cam.Start2D() render.SetRenderTarget(rt) surface.SetDrawColor(255,255,255,255) surface.SetMaterial( rtmaterial ) surface.DrawTexturedRect(0, 0, 1024, 1024) surface.SetDrawColor(math.random(255),math.random(255),math.random(255),255) surface.DrawRect(math.random(1024),math.random(1024),50,50) render.SetRenderTarget() render.SetViewPort( unpack(oldViewPort) ) cam.End2D() end [/lua] Result (I have HDR oscillating to show the effect) [vid]https://a.pomf.cat/sscspf.webm[/vid]
Has anyone noticed the "Cannot CRC map" error appearing more often as of late?
Let me preface this by saying I don't read this thread much, and I have not checked the dev branch, but a quick[B](!)[/B] search of the last month worth of posts and github issues didn't seem to turn up anything. The dedicated server seems to cache workshop addons way too aggressively, to the point that it sometimes (always?!?) won't update them. To get anything to update at all, I have to delete everything in steam_cache as well as cache/srcds. For example, it seems that the third addon here was pulled from the cache rather than updated. [code] WS: Processing 3 addons... Processing addon 3: Spacebuild Materials (822569462)... Addon up to date, mounted! Processing addon 2: Spacebuild Models (822566180)... Addon up to date, mounted! Processing addon 1: micro_downtown (823105041)... Addon needs updating... LEGACY Addon downloaded, up to date, needs extracting... Extracting... Mounted! WS: Finished! [/code]
What does [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/SimulateGravGunPickup]Player:SimulateGravGunPickup[/url] do? I've figured out it takes an entity as an argument but it doesn't seem to do anything.
[QUOTE=code_gs;51581567]Has anyone noticed the "Cannot CRC map" error appearing more often as of late?[/QUOTE] Couldn't CRC = it either couldn't open the map or there was an error while parsing the map chunks your map differs = the crc the server generated differs from the one the client generated, so the client goes "oh fuck it i'm out". and yes that means you could prevent these disconnects by hooking 1 func @your client :v:
[QUOTE=meharryp;51592707]What does [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Player/SimulateGravGunPickup]Player:SimulateGravGunPickup[/url] do? I've figured out it takes an entity as an argument but it doesn't seem to do anything.[/QUOTE] It's for entities that react to a gravity gun picking it up. Ex. Hopper mines.
[QUOTE=Yashirmare;51560648]Odd, I'm not entirely sure if it is the same bug, may just be a similar one. But at times when someone tries to use a ladder (HL2 ones, not CSS ones) it just blocks them (and makes their view kinda spazz out a bit if they keep trying to go down), I'm like 75% sure its where a player has died but I haven't tested if it happens[/QUOTE] [vid]http://xavie.ru/i/4ZApTUI.webm[/vid] This seems to be happening on my server as well. I don't have the time to replicate any test cases, but death / disconnect seems like a very probable cause. Some notes: - vcollide_wireframe 1 was used, nothing appears on the client - Ents.FindInSphere returns nothing abnormal on the server - ShouldCollide doesn't appear to be called server side either in this case when colliding with the spooky ghost (Might want to check this, I have a few shouldcollide hooks that could be interfering)
[QUOTE=xaviergmail;51595905][vid]http://xavie.ru/i/4ZApTUI.webm[/vid] This seems to be happening on my server as well. I don't have the time to replicate any test cases, but death / disconnect seems like a very probable cause. Some notes: - vcollide_wireframe 1 was used, nothing appears on the client - Ents.FindInSphere returns nothing abnormal on the server - ShouldCollide doesn't appear to be called server side either in this case when colliding with the spooky ghost (Might want to check this, I have a few shouldcollide hooks that could be interfering)[/QUOTE] [url]https://github.com/Facepunch/garrysmod-issues/issues/2980[/url]
[QUOTE=code_gs;51596132][url]https://github.com/Facepunch/garrysmod-issues/issues/2980[/url][/QUOTE] Ladders should be updated to the CSS variant imho. The HL2 movement is bollocks on ladders.
[QUOTE=Zeh Matt;51596405]Ladders should be updated to the CSS variant imho. The HL2 movement is bollocks on ladders.[/QUOTE] They are 2 entirely different things and we already have both of them in GMod.
[QUOTE=Robotboy655;51596455]They are 2 entirely different things and we already have both of them in GMod.[/QUOTE] Good to know actually, I hate the HL2 maps with ladders plus I they cause prediction errors.
[snippety snip]
I thought the invisible barriers were just reserved_spot entities that you could just remove in the OnEntityCreated hook.
There has been a bug floating around for a while now where a script will apparently, on autorefresh, have a compile error even though the script compiles correctly. From what I've observed, the errors are usually related to parentheses, and happen on Linux. [url]https://github.com/Facepunch/garrysmod-issues/issues/2996[/url] It's not a top priority, because it's rare and doesn't actually affect the script, but it is an annoyance and confuses developers on why their scripts seem to error.
[QUOTE=sannys;51600499]There has been a bug floating around for a while now where a script will apparently, on autorefresh, have a compile error even though the script compiles correctly. From what I've observed, the errors are usually related to parentheses, and happen on Linux. [url]https://github.com/Facepunch/garrysmod-issues/issues/2996[/url] It's not a top priority, because it's rare and doesn't actually affect the script, but it is an annoyance and confuses developers on why their scripts seem to error.[/QUOTE] This has happened to me so many times while developing on Linux. Used to think I actually had a syntax error or something, would check my code for like 30 minutes and then realize it actually works just fine, just a false positive. Not really an issue that needs to be fixed now that I know it happens, but definitely confusing for new developers.
[QUOTE=MadParakeet;51591171]Let me preface this by saying I don't read this thread much, and I have not checked the dev branch, but a quick[B](!)[/B] search of the last month worth of posts and github issues didn't seem to turn up anything. The dedicated server seems to cache workshop addons way too aggressively, to the point that it sometimes (always?!?) won't update them. To get anything to update at all, I have to delete everything in steam_cache as well as cache/srcds. For example, it seems that the third addon here was pulled from the cache rather than updated. [code] WS: Processing 3 addons... Processing addon 3: Spacebuild Materials (822569462)... Addon up to date, mounted! Processing addon 2: Spacebuild Models (822566180)... Addon up to date, mounted! Processing addon 1: micro_downtown (823105041)... Addon needs updating... LEGACY Addon downloaded, up to date, needs extracting... Extracting... Mounted! WS: Finished! [/code][/QUOTE] I fought this for about 2 hours the other day, drove me damn insane since just deleting the cache/srcds wasn't good enough.
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