Disable audio on loading screens full stop. Does anyone know of a valid use of audio in the loading screen?
The only complaints you'll get is from the server owners who want to give their players "the best experience". That's a beautiful opportunity to yell at them for the suffering they've caused us.
I have no issue with Loading Screen Music itself, providing it follows some basic principles:
The music isn't obnoxiously loud, let alone loud at all. About 25% / 50% of the Master Volume is a comfortable value as you can just play your own audio at full volume most likely will drown it out anyway.
The music isn't awful. This is very subjective, but I mean something everything could easily agree on; Stupid, Unfitting, Meme-le-Creme Blasting "Music".
The music doesn't loop. If it's taken so long to join a Server a reasonably lengthy track has to loop itself, it should cut you some slack and stop. This can apply to loading screens that employ playlists to play another song after another ends.
The main issue is there is absolutely no way for the end-user to natively mute or control the volume of loading screens. Users can't interact with a Loading Screen at all. Give the end-user some freedom to decide themselves if they want to hear it or not, even server-by-server basis as they might like some but not others. Choice is always good.
Microsoft Edge ftw
I've gotten some complaints that using Flash Player with Chromium seems to use a lot more CPU power now than it did before. Not sure if there's anything that can be done about it, but I'd definitely appreciate it at least being looked into.
If you need something to test with, just play a Twitch stream in a Chromium panel.
Doesn't Twitch use HTML5 now?
Yes...unless the browser doesn't support H.264 in HTML5, which Chromium in GMod does not. In which case, it'll fall back to Flash Player if available.
What is it about the hitboxes thingy?
Bone manipulations/scaling will affect hitboxes properly now, just like SetModelScale does.
Aw, this is cool.
Would it be possible to bone manipulate the corpses after a player or npc died, so it uses the same ragdoll as the entity itself and doesn't reset it's size and bone map?
Is "corrected collision bounds after SetModelScale server->client" the issue where you end up sliding on certain objects that you've scaled or given a custom box for?
You know when this is gonna be on the dev branch?
There is an old ancient myth about "PlayerDisconnected" hook not always getting called, is it true?
Use gameevent.Listen
Why doesn't the PlayerDisconnected hook use that if it's more reliable?
I would assume for the same reason that any of the other weird niggles in the Lua API exist. Something, something, backwards compatibility. Something, something, been that way.
But in what specific cases, is the hook not getting called?
That's the real question here.
I prefer using PlayerDisconnected as I don't have to go through a player.GetAll() loop there to find out the player entity disconnecting.
I'd like to know as well, because I've never personally witnessed it not get called.
We would have gotten already it if it was ready to ship. No use nagging about it.
Back in the day there was no seemingly clear reason as to why PlayerDisconnected didn't get called, but it simply didn't. I remember for a long while people kept testing to see if they could nail it down but everything from an intended disconnect to an unintended one (e.g a client drop) would randomly just have it not be called. Memory might be failing me here but I think one of the reasons gameevent was even added was due to this ongoing issue.
Since then it's pretty much been the case to recommend using gameevent over PlayerDisconnected as it was guaranteed to be called on a disconnect. It might be worth doing some testing by the community to see if this is indeed still the case and if not, adjust the info everyone spouts accordingly.
Just use Player(userid).
I dont follow Donald Trump, how should I know?
I'm pretty good at picking out Donald Trump mannerisms.
What are they gonna do, ban you from the repository?
If it is important, you should bump it.
If it is a issue that only bothers you, just wait for them to get back to it.
Garry's Mod Dev Branch
Updated the current changelist since last update for anyone who cares.
Thanks for the changelist <3
Vector.__div was added, as well, but isn't listed. Also the PhysCollide functions.
PhysCollide functions are already in Live branch of the game.
Vector.__div was in the game for years.
I was looking at the source 2007 code leak and saw there's quite a few functions for the RichText panel that we don't have bindings for like CursorToPixelSpace, PixelToCursorSpace or GetText. Could we get these added, they'd be really useful for some stuff I'm working on.
What would do CursorToPixelSpace and PixelToCursorSpace, it's an alias for LocalToScreen?
What's Added TYPE_PHYSCOLLIDE enum? Can't seem to find anything on it
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