OK, so the plan is to release an optional hotfix update that addresses some problems with October update + some extra fixes sometime next week, probably Monday.
List of changes:
[code]
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
* Fixed an issue with DComboBox & Light tool
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
* Fix mounting of gamemodes/*/content for gamemodes inside GMAs
* Get rid of the unnecessary check for whether the user owns Source SDK Base 2006
* Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
* Fixed PreCleanupMap not being called on client
* render.RedownloadAllLightmaps defaults to old behaviour. Added boolean parameter to apply lighting changes to static props.
* Player shadows no longer get clipped within the players' render bounds
* Reverted upstream change that caused inactive weapons' shadows to draw in 3rd person mode
* Fixed a crash related to rope rendering
* Adjusted HL2 weapon's idle times to match sv_defaultdeployspeed convar
* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
* Improved deploy animations Fists SWEP[/code]
[url]https://github.com/Facepunch/garrysmod-issues/issues/2865[/url]
Undone FreeImage in hotfix too, please.
[QUOTE=UnkN;51247757][url]https://github.com/Facepunch/garrysmod-issues/issues/2865[/url]
Undone FreeImage in hotfix too, please.[/QUOTE]
That bug is already fixed?
Gmod doesn't seem to load already downloaded workshop addons if cl_downloadfilter is specified.
[QUOTE=Rustic77;51238953]i know where dumps are located, the server crashes without creating them, not next to srcds, not in the dumps folder, not anywhere[/QUOTE]
Linux server? Check /tmp
Anyone notice issues with PANEL:OnKeyCodePressed not being called for ESCAPE (Menu) and PANEL:OnKeyCodeReleased not called for TILDE (Console)?
I posted a bug after I reproduced it: [url]https://github.com/Facepunch/garrysmod-issues/issues/2886[/url]
[editline]25th October 2016[/editline]
Speaking of vgui key hooks, why does the TextEntry has such different behavior when it comes to PANEL:OnKeyCodePressed and PANEL:OnKeyCodeTyped? I just realized invalid TextEntry keys like F5 will trigger OnKeyCodePressed but not OnKeyCodeTyped.
Obviously this can easily be worked around, but why?
[QUOTE=TehBigA;51260919]Anyone notice issues with PANEL:OnKeyCodePressed not being called for ESCAPE (Menu) and PANEL:OnKeyCodeReleased not called for TILDE (Console)?
I posted a bug after I reproduced it: [url]https://github.com/Facepunch/garrysmod-issues/issues/2886[/url]
[editline]25th October 2016[/editline]
Speaking of vgui key hooks, why does the TextEntry has such different behavior when it comes to PANEL:OnKeyCodePressed and PANEL:OnKeyCodeTyped? I just realized invalid TextEntry keys like F5 will trigger OnKeyCodePressed but not OnKeyCodeTyped.
Obviously this can easily be worked around, but why?[/QUOTE]
Pressed = Pressed
Typed = Writen/as for example in here. If you press random keys like f5 or f4 in a textentry, you wont type anything and therefore the Pressed hook will be called, but not the Typed, but if you for example press "X" or "C" it will call Pressed AND Typed, because you just typed it and it got inserted to the textentry as text.
Did anything significant change in the last patch that would affect the performance of render.RedownloadAllLightmaps() ? I have been getting reports from users that its causing more of a stutter/freeze than before the last patch.
It would be great if the performance impact could be eliminated all together, make the operation [url=https://github.com/Facepunch/garrysmod-requests/issues/781]async/threaded[/url] or something.
[QUOTE=Looter;51263950]Did anything significant change in the last patch that would affect the performance of render.RedownloadAllLightmaps() ? I have been getting reports from users that its causing more of a stutter/freeze than before the last patch.
It would be great if the performance impact could be eliminated all together, make the operation [url=https://github.com/Facepunch/garrysmod-requests/issues/781]async/threaded[/url] or something.[/QUOTE]
4 posts above:
[QUOTE=Robotboy655;51247384][code]
* render.RedownloadAllLightmaps defaults to old behaviour. Added boolean parameter to apply lighting changes to static props.[/code][/QUOTE]
I never used the static prop lighting stuff from the last two patches, so the reports must just be about the general performance issue the function has.
[QUOTE=Looter;51264055]I never used the static prop lighting stuff from the last two patches, so the reports must just be about the general performance issue the function has.[/QUOTE]
If only you'd actually bother to read the post / research update news for the function....
The "static prop lighting stuff" is on by default since October update and will be reverted to be optional as an argument.
[QUOTE=Robotboy655;51264078]If only you'd actually bother to read the post / research update news for the function....
The "static prop lighting stuff" is on by default since October update and will be reverted to be optional as an argument.[/QUOTE]
For some reason I thought the update was already out since its wednesday, my bad.
[QUOTE=geferon;51263369]Pressed = Pressed
Typed = Writen/as for example in here. If you press random keys like f5 or f4 in a textentry, you wont type anything and therefore the Pressed hook will be called, but not the Typed, but if you for example press "X" or "C" it will call Pressed AND Typed, because you just typed it and it got inserted to the textentry as text.[/QUOTE]
I understand how it works and if you looked at the github issue you would have noticed it was a DFrame I was doing this on.
What I'm pointing out is that those are not called, but the other hook is called. PANEL:OnKeyCodeReleased is called for ESCAPE and OnKeyCodePressed for TILDE.
Lol, really? Three dumbs?
Can there be some sort of wiki page containing a few rare occasions which can lead to a server crash? I'm saying this because I spent a good hour trying to figure out why my addon was crashing only on Linux. It turned out that returning nil where I should've been returning a sequence in CalcMainActivity for some reason cause a segmentation fault. [url=https://github.com/gspetrou/Prone-Mod/commit/e03d586125ebe503b33dda45cba7ee6ff1f66169]Here[/url] is the change I made to fix the crash because I'm bad at explaining things.
[QUOTE=YourStalker;51266956]Can there be some sort of wiki page containing a few rare occasions which can lead to a server crash? I'm saying this because I spent a good hour trying to figure out why my addon was crashing only on Linux. It turned out that returning nil where I should've been returning a sequence in CalcMainActivity for some reason cause a segmentation fault. [url=https://github.com/gspetrou/Prone-Mod/commit/e03d586125ebe503b33dda45cba7ee6ff1f66169]Here[/url] is the change I made to fix the crash because I'm bad at explaining things.[/QUOTE]
[URL="http://wiki.garrysmod.com/index.php?title=Common_Crashers&action=edit"]There already is![/URL]
[sp]The joke is that you can make the page yourself.[/sp]
[QUOTE=bobbleheadbob;51267045][URL="http://wiki.garrysmod.com/index.php?title=Common_Crashers&action=edit"]There already is![/URL]
[sp]The joke is that you can make the page yourself.[/sp][/QUOTE]
Neat, didn't know users had the permission. Will definitely do this, thanks.
[QUOTE=TehBigA;51266815]I understand how it works and if you looked at the github issue you would have noticed it was a DFrame I was doing this on.
What I'm pointing out is that those are not called, but the other hook is called. PANEL:OnKeyCodeReleased is called for ESCAPE and OnKeyCodePressed for TILDE.
Lol, really? Three dumbs?[/QUOTE]
I think i can see what you're trying to manage. What you can actually do instead is use KEY Enums in a hook with functions like [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/input/IsKeyDown]input.IsKeyDown[/url] and check if the panel is open. If it is run the code you want as if OnKeyCodeReleased was pressed, else ignore it.
[QUOTE=geferon;51267350]I think i can see what you're trying to manage. What you can actually do instead is use KEY Enums in a hook with functions like [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/input/IsKeyDown]input.IsKeyDown[/url] and check if the panel is open. If it is run the code you want as if OnKeyCodeReleased was pressed, else ignore it.[/QUOTE]
Already using those workarounds, but it acts quite weird when you press a button and nothing happens until you release.
[QUOTE=TehBigA;51267729]Already using those workarounds, but it acts quite weird when you press a button and nothing happens until you release.[/QUOTE]
I guess it is because as long as you are pressing that key that returns true. Try making something like a 1 use, checking each time you are pressing the button so it only runs its code once per key pressed instead of 1000 times per key press due to the hooks and it returning true always when you are pressing it no matter what.
[QUOTE=geferon;51267818]I guess it is because as long as you are pressing that key that returns true. Try making something like a 1 use, checking each time you are pressing the button so it only runs its code once per key pressed instead of 1000 times per key press due to the hooks and it returning true always when you are pressing it no matter what.[/QUOTE]
I'm talking about the release hook. I'm avoiding the Think hook approach just to fix two keys that are not actually a game breaking problem.
[code]
* Added "Fetching Subscriptions" progress panel
* Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
* render.RedownloadAllLightmaps defaults to old behavior. Added boolean parameter to apply lighting changes to static props.
* Player shadows no longer get clipped within the players' render bounds
* Adjusted HL2 weapons' idle times to match sv_defaultdeployspeed ConVar
* Deploy animations of Fists SWEP now obey sv_defaultdeployspeed ConVar
* AvatarImage panels' fallback image no longer (sometimes) renders at the incorrect size
* Automatically named procedural texture names (__vgui_texture_XXX) are now recycled to help avoid "CUtlRBTree overflow!" engine error
* Fixed an issue with DComboBox
* Fixed an issue with Light tool
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
* Fixed mounting of gamemodes/*/content for gamemodes inside GMAs
* Fixed PreCleanupMap not being called on client
* Fixed inactive weapons' shadows being drawn in 3rd person mode
* Fixed a crash related to rope rendering
* Fixed massive FPS loss when Entity.Set(Sub)Material is used with unloaded materials
* Removed the unnecessary check for whether the user owns Source SDK Base 2006
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
[/code]
ETA is tomorrow, update is optional for server owners.
Recently I had a dream where GMOD don't want to launch because it needs a Source Engine game, but I have bought a f_cking Valve Complete Pack... Also my account got hacked and kids changed my Steam avatar to a FNAF porn. I don't know what's worse here but this was a nightmare... a f_cking ultra-realistic nightmare... I should probably take a break from GMOD.
[highlight](User was banned for this post ("Take a break from posting too")[/highlight]
worth, my first non-dumb ratings
I seem to have this weird issue when I subscribe to all on a content pack, (whenever the pack is updated I use sub to all)
[IMG]https://i.gyazo.com/03b5a1076527a6a13b89267d4d7b7162.gif[/IMG]
This will repeat forever until the game just crashes.
[QUOTE=uRandomAlex;51270941]Recently I had a dream where GMOD don't want to launch because it needs a Source Engine game, but I have bought a f_cking Valve Complete Pack... Also my account got hacked and kids changed my Steam avatar to a FNAF porn. I don't know what's worse here but this was a nightmare... a f_cking ultra-realistic nightmare... I should probably take a break from GMOD.[/QUOTE]
Maybe you should stop playing FNAF.
[QUOTE=kpjVideo;51271424]I seem to have this weird issue when I subscribe to all on a content pack, (whenever the pack is updated I use sub to all)
[IMG]https://i.gyazo.com/03b5a1076527a6a13b89267d4d7b7162.gif[/IMG]
This will repeat forever until the game just crashes.[/QUOTE]
Console log? Steps to reproduce? Crash log? Any info at all that we might go on that you care to share?
[QUOTE=Robotboy655;51271490]Console log? Steps to reproduce? Crash log? Any info at all that we might go on that you care to share?[/QUOTE]
Whoops, sorry I thought I had linked the dump.
[url]http://dumps.metastruct.uk.to/dumper.py?dump=hl2_161011_crash_2016_10_28T1_21_47C0.mdmp[/url]
[I][URL="https://a.pomf.cat/mscgdh.mdmp"]Download Here[/URL][/I]
Sadly I didn't have -condebug enabled, but hopefully that should give you some sort of signals.
I'm not really sure how to re-produce it, it simply happens to me when attempting to sub to all on a content pack in which I already had most of the content on.
Hello, I was wondering was there some kind of change to the maps themselves or interactions with the gravity gun as it seems it cannot trigger scripted events to play on maps anymore.
i.e: The first map in episode 2 where you use the gravity gun to connect a plug doesn't seem to work or play anymore, while in the past it did.
[url]https://steamcommunity.com/sharedfiles/filedetails/?id=129361322[/url]
I'm not sure if this addon fixed it before or it was working without it, but i'm wondering if there was any change or some thing patched that broke this?
[QUOTE=kpjVideo;51271582]Whoops, sorry I thought I had linked the dump.
[url]http://dumps.metastruct.uk.to/dumper.py?dump=hl2_161011_crash_2016_10_28T1_21_47C0.mdmp[/url]
[I][URL="https://a.pomf.cat/mscgdh.mdmp"]Download Here[/URL][/I]
Sadly I didn't have -condebug enabled, but hopefully that should give you some sort of signals.
I'm not really sure how to re-produce it, it simply happens to me when attempting to sub to all on a content pack in which I already had most of the content on.[/QUOTE]
This happened loads of times already... I even posted the problem here long ago but well...
The same happens to me and it gives errors in console about not being able to fetch the addons, and trying to re-mount them and then after 3 or 4 loops having the game crashing and right after the game crashing having steam itself crashing. Ill try to reproduce it today and even make a video and ill upload it + crash logs as well, because this has been anoying me for a long time.
I have a pretty good idea of what's happening thanks to the console log in the crash dump, I don't need a video but a way to reproduce it every time, so that a proper fix can be tested.
It literally happened to me every time i was connected to a server and i suscribed to a collection with more than 5 addons
Edit: It has even been commented on the last Next update Thread: [url]https://facepunch.com/showthread.php?t=1516664&p=51037204&viewfull=1#post51037204[/url]
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