Nak renders several pocket maps at once
In #developer-talk, Nak showed 5 maps rendered at 187 FPS with his pocket map script, saying baking static meshes helps performance a lot. Later he said he'd combine his RTS base with the pocket map script.
In #developer-talk, Nak showed 5 maps rendered at 187 FPS with his pocket map script, saying baking static meshes helps performance a lot. Later he said he'd combine his RTS base with the pocket map script.
Cheatoid posted a snippet crashing x64 with mcore. robotboy655 couldn't reproduce; Cheatoid then concluded it's a race condition.
In #lua-help, Bloodmasked asked how to disable sv_sticktoground only for some players, such as above a certain speed. Cynthia pointed to the open request for it and otherwise suggested living with it off.
In #developer-talk, nighty said he might release two tools he "purely vibe coded": an opinionated linter/formatter for GMod Lua and a documentation page generator modeled on hexdocs. They process a 1000-file codebase in under 100 ms on his machine.
Be1zebub's Helix PR #464 saves collision bounds and group, name, health and network vars and adds HelixPersistSave/HelixPersistLoad hooks. Opened December 2024; automated review on 22 Oct.
In #lua-help, CreativeGuy asked whether networkVars are saved for persistent props; they seemed to save in his singleplayer test. Beelzebub answered "afaik yes".
In #developer-talk, Bloom said he is building an app (on the French side) that imports FBX, OBJ and XPS models into GMod as playermodels automatically. It learns from each import; after almost 200 imports the automatic result is nearly perfect. Annie suggested a guided porting interface would be less bug prone.
Astralcircle proposed Player:RunConsoleCommand, since Player:ConCommand is unsafe due to command injection.
In #lua-help, .kkrill wanted to draw a model on a transparent background in a render target. Phoenixf suggested render.SetWriteDepthToDestAlpha(false), and .kkrill confirmed that was it.
Commit 291b48 on main removes the LibEdit dependency (SRCDS input on Linux now works like on the x86-64 beta), fixes Linux32 SRCDS under WSL and fixes a wrongful error in Mesh:DrawSkinned with 52 bones.
srcds_runMesh:DrawSkinned with 52 bonesSys_Error_Internal printfIn #next-update, Zaurzo confirmed this change broke his RNDX-based UI on dev (see the Discord item about RNDX).
In #developer-talk, nighty said the main branch uses LuaJIT 2.0.4 and the x86-64 beta uses LuaJIT 2.1 beta 3. Zaurzo added that 64-bit main uses the same LuaJIT as x86-64. nighty described his lua_shared fork: it targets a custom language but should run existing GMod Lua exactly like stock, and isn't public yet. Its threading is worker-based, with message passing between separate Lua states. He also showed Jolt physics experiments.
In #next-update, Zaurzo reported his UI broken on dev. Rubat said it's likely the surface.DrawTexturedRectUV change, and Zaurzo confirmed that was the cause, since RNDX uses the function. He will fix his copy of RNDX, and suggested the new behaviour may need to go behind an argument since it's "already starting to break shit".
The thread turned to RNDX's author: puffy asked whether Srlion still works on his GMod projects, Nykez said "no, he quit", and Astralcircle noted he left the GMod Discord too.
In #next-update, Artemking4 said IMesh:DrawSkinned can't use all 53 matrices: it's off by one and wrongly errors on the last bone. Rubat replied that matrix 0 is reserved by the engine as far as he remembers, so DrawSkinned gets 1–52. In his tests, setting matrix 0 did nothing or caused issues. Artemking4 disagreed: bone 0 is a normal bone that also serves as the model matrix for unskinned vertices, and his patched client.dll renders models almost perfectly with it.
Commit b9fc35 on main fixes a crash with inputs firing from removed triggers, the Hunter NPC's wrong lookup function and lets SetSaveValue set m_hStoredPathTarget; VPC and gmad/gmpublish now build for Linux64.
m_hStoredPathTarget added to the SetSaveValue whitelistmin/max macros removed so they don't interfere with C++ headers on 64-bit Linuxartemking4 commented on the 2016 AVX2 request that SSE2 can be enabled safely since LuaJIT already requires it.
In #lua-help, A1steaksa asked what causes Render queue too large, flushing! when rendering an IMesh. Rubat explained the multicore rendering queue is too large: over 32 MB of vertices or indices, or over 15 MB of data in the queue. He named mat_report_queue_status for stats. full metal sergeant 228 said he hit it with too many particle systems.
In #next-update, Gonzo Pipi said Lua autorefresh stopped working for him on 64-bit dev (Windows 11 26H2) and asked how to debug it. Rubat said he added a console print for when autorefresh will certainly not work. On Windows there may be debug output, visible by attaching a debugger such as Visual Studio or WinDbg. Autorefresh changed in the previous day's dev update; he isn't having issues himself.
DVIsm6 found LookupAttachment used instead of LookupPoseParameter for the Hunter's stagger_yaw. Fixed (commit b9fc35).
In #next-update, DMatter04 reported that some addons' InitPostEntity hooks added with hook.Add never run, breaking addons such as Custom FOV. homonovus suggested an addon returns a non-nil value from its hook, and Zaurzo posted a lua_run snippet to find it. On 22 Oct DMatter04 found the culprit, lua/autorun/ultrakill_test_soulorbs.lua from "[DrGBase] ULTRAKILL - Enemies - Act II & Act III", using Zaurzo's whereis tip, and Zaurzo suggested asking the author to fix it.