• Next Update v8 - February 2018 Update is out!
    449 replies, posted
I don't know if it's true or not, but I've been hearing that apple will be cutting support for 32-bit applications on mac. As a result, the gmod team really have no choice but to try and move the game to 64-bit to continue supporting mac. This also means that mac shouldn't be holding back the new chromium anymore. It won't be the first time that source has been 64-bit, but hopefully this time it will be longer lasting.
So I'm experiencing another bug with Chromium. Certain Flash applications aren't running correctly in it, breaking in various ways. For example, if I try to play Portal: The Flash Version, it'll get as far as the Main Menu and then get stuck, unable to click anything and with no music. The game works completely in Awesomium(!) and the latest versions of Chrome, Chromium (outside of GMod), and FireFox, but not in Chromium in GMod. As well as that, this issue still exists: Which I think may have to do with having no Hardware Acceleration in Chromium, but it isn't nearly as bad in Awesomium, so I'd consider it a regression.
One of the exciting things about things about luajit 2.1 for me is trace stitching. Without this calls to C functions would cause a trace abort, meaning that most of glua code (since almost everything is a C call) is running in interpreted mode rather than being jitted. Another feature is the very low overhead statistical profiler. It's a lot more useful than using debug.sethook and the performance penalty of running it is almost non existent. This has to be `require("jit.profile")` so maybe we can ask to have it required by default since require isn't the regular require. gc64 also allows > 1gb of lua memory to be used. There is one change though which is that all addresses will be 64bit (like `table: 0x40e0e368` > `0x7f8e72997ab0`) but hopefully that won't break anything.
Updated the Dev changelist once again, new changes are marked with todays date (For me at least) http://wiki.garrysmod.com/changelist/
Can we get a update on what is being worked right now and how far the work is going along? Gmod related, of course.
Sorry, but why that gc64 memory means in real usage for gmod? Doesn't gmod anyway crashes at 3.2gb?
32-bit max memory is 4gb, so it will crash then if it runs out of memory. I'm sure there's extra memory being used by sub-processes, as well, like Awesomium.
Excited for this. My latest bad idea involves writing code optimized to not anger the jit, and it's a fucking nightmare.
Ok, so, the next update is currently scheduled to 29th of May 2018, unless something broken is found. Changelog: http://wiki.garrysmod.com/changelist/prerelease/
Cool small update :3 <3
Should I test that flinching thing I posted about on this dev branch?
No, there were no changes to that.
RE: env_wind working, does that mean $treeSway works now as well?
What is "$treeSway"? Just curious.
$treeSway Makes a material sway and distort in env_wind. Really interesting stuff, though I'd never use it.
https://i.imgur.com/Rt7c0rH.png I guess Insurgency had it own implementation, otherwise is closed source and not included in source 2012
Yes but also https://winteris.moe/share/2018-05-23_01-43-39.png so I would assume it's in the SDK somewhere
Could be awesome to have $treeSway. I tried to find a way to apply wind effects with StormFox and stumbled across it.
There were no networking changes, but obviously you'll need to update your server to receive the changes.
What exactly does "GMPublish now works better with big addons" in the next-update change logs mean?
it was used to fail sometimes with larger content (~100mb)
Update should be out around 3PM GMT. That's in 3 hours from this post.
https://gmod.facepunch.com/blog/may-2018-update/
Fantastic Update! Thanks ❤️
Added PhysObj.ApplyTorqueCenter [heavy breathing]
It took this long to get the add to favourites button in the gmod server browser, did we somehow forgot the remove from favourites button or is that planned a few years from now? Jokes aside, nice update
Where do you get the artwork from and why don't you include these masterpieces in the gmod- backgrounds? Damn, that looks cool.
would it be possible to add more file type support to GMad such as "maps/*.lmp" "scripts/decals/*.txt", "scripts/propdata/*.txt", "scripts/soundscapes/*.txt" "scripts/sounds/*.txt" ( or really just "scripts/*/*.txt" )
What is maps/*.lmp? Decals is handled by http://wiki.garrysmod.com/page/game/AddDecal Soundscapes can be embedded into the map file itself. Soundscripts are handled by http://wiki.garrysmod.com/page/sound/Add
Patching levels with lump files Separating bsps from lmps can also be used for map protection since the bsp the users download contains no entity data. There are a number of servers that do this with their custom maps.
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