Rubat points to util.RemoveDecalsAt for clearing only player decals
In #lua-help, Marevin asked how to remove decals without wiping the map's own decals, which RemoveAllDecals() on worldspawn also clears. Rubat linked util.RemoveDecalsAt.
In #lua-help, Marevin asked how to remove decals without wiping the map's own decals, which RemoveAllDecals() on worldspawn also clears. Rubat linked util.RemoveDecalsAt.
FoxProfef reported that SetupDataTables runs before OnEntityCreated on a Linux server.
In #next-update, RaphaelIT7 asked whether "Apply that getmetatable() LuaJIT fix someone wanted" was ported to x86-64: his crashes were gone on dev but not on x86-64. Rubat: "if it isn't in the changelog, stands to reason it wasn't yet".
In #developer-talk, Nak explained his navigation system to Zemen. It runs a double A* search from start to goal and from goal to start, meeting in the middle ("a trick GPS use"). The search tracks polygon entry points, and the system reads the map's AIN info_nodes. NPCs such as the 200 antlions in his video run a "dumb" AI while waiting for a path, so they seem to react immediately.
In #developer-talk, Asphaltian posted the v0.2.0 release of VPhysics-Box3D. Earlier, on 16 Oct, BlueShank had argued that Box3D deviates too much from vphysics to be a drop-in replacement.
In #developer-talk, Retcon shared a komstation article about his mod, a Garry's Mod-style sandbox for the PSP.
In #next-update, Redox reported that voice still randomly breaks on the 64-bit dev branch (build 10205 from 16 Oct). A fullupdate doesn't fix it, and snd_restart fixes it only temporarily.
artemking4 explained on the hardware skinning request that the third weight can be inferred in the vertex shader, so the engine expects at most 2 stored weights. In #next-update he called it "very important" for the shader folks; march noted that means 3 weights work.
In #next-update, Evgeny Akabenko asked Rubat to publish on GitHub the source of GMod's own, non-Valve shaders: g_bloom, g_blurx, g_blury, g_bokehblur, g_colormodify, g_downsample, g_morph, g_premultiplied, g_refract, g_screenspace, g_sharpen, g_sky, g_sobel, g_sunbeams and g_texturize. not.ejay noted they could already be decompiled half decently with vcs-decompiler, but saw no reason not to publish them.
ArtyomChyornyj2035 reported crashes at an identical client.dll address. robotboy655 said it looks related to a particle system with a C_OP_WorldTraceConstraint constraint tracing against a ragdoll, which nobody could reproduce before; a reproduction is needed.
plally reported that file.AsyncRead never calls back for a missing file. robotboy655: not a bug, check the return value.
MagentaIris reported that barnacles grab players without pulling them. Niikbb confirmed it on dev and x86-64; BREEDNKMs saw it without mods. Fixed on 19 October (commit 280e7a).
drobotk asked for the math_counter outputs used in Portal 2. robotboy655: "Done." (commit 280e7a).
wrefgtzweve asked for more VPROF nodes in PhysFrame, often a top-5 cost. Done on 19 October (commit 280e7a).
In #next-update, a straight white male criticized the warning shown every time a player fails to spawn a prop, entity or weapon (from a commit on 28.08), arguing that the failed spawn is indication enough and that servers run prop placement scripts. Albino said it pops up even with tips turned off. Later the same day, a straight white male added that the code calls the popup with GAMEMODE:AddNotify with no checks.
In #next-update, Cynthia listed functions missing from the menu state on dev: Angle, CreateMaterial, GetLoadPanel, HTTP, http, LerpAngle, LerpVector, OrderVectors, UpdateLoadPanel and Vector. Rubat confirmed it and said the change wasn't silent: the changelog states "Remove some unused libs from menu state". He added that the wiki shouldn't list menu state functions at all, since the menu state isn't meant for modding. On GitHub, kila58's issue "CreateMaterial missing from menu state" was closed as not planned.
In #developer-talk, Callum showed GMod's main menu fully recreated with VGUI. He said VGUI will always be a little slower but it's fine for a main menu: about 300 FPS on the DarkRP server list versus 500 with HTML. Akiko noted that one upside of the HTML menu is it immediately shows when the HTML backend is broken.
Commits aa4090 and bda422 on main move the build toolchain to GCC 14 and try to add the file path to CWin32ReadOnlyFile::FS_fread warnings.
In #developer-talk, mage.tearz noticed that updated content addons no longer ship .sw.vtx files because gmad blacklists them, and the server console shows missing .vtx errors. Redox explained that .sw.vtx isn't used by GMod, which is why it's blacklisted. Astralcircle asked for .dx80.vtx to be blacklisted too; WinterPhoenix replied the counter-argument will be RTX Remix.
wrefgtzweve suggested that a per-player max networking range could be done by checking distance in CServerGameEnts::CheckTransmit before IsInPVS.
In #next-update, Redox asked Rubat for it before the next update, saying it allows a big client FPS and server tick boost; Astralcircle said his server already uses a PVS-culling client fog and called it a lifesaver for open maps. Nykez asked how it plays with pop-in.