Evgeny Akabenko recommends DispGen-Reborn for displacement terrain
In #developer-talk, Evgeny Akabenko called DispGen-Reborn a good tool and a promising option for WorldMachine, but it doesn't support 16-bit PNG, HDR and EXR yet.
In #developer-talk, Evgeny Akabenko called DispGen-Reborn a good tool and a promising option for WorldMachine, but it doesn't support 16-bit PNG, HDR and EXR yet.
In #next-update, Redox reported servers where cache/map_pack.bsp stops updating, so new maps load lumps from previous ones until a restart. Rubat said it must be written to disk and may need more error handling, and listed the related log messages. They have to be searched for in console.log with -condebug, which Redox avoids for performance; Cynthia suggested enginespew.
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.
drobotk asked for the math_counter outputs used in Portal 2. robotboy655: "Done." (commit 280e7a).
In #developer-talk, Nak released a NikNaks version with BSP physics parsing (not on the Workshop yet). Later he said BSP parsing is up to ~2x faster, BitBuffer 2–3x and mesh generation 3–5x.
a-straight-white-male reported that $seamless_scale breaks the second normal map on WorldVertexTransition materials.
Commit efb205 on main enables ALT+F4 to close the game, makes Entity:Get/SetNetworkAngles exist serverside, applies the requested getmetatable() LuaJIT fix and brings several map compiler limits and fixes over from TF2.
Get/SetNetworkAngles exist serverside for consistency, and check for reasonable valuesgetmetatable() LuaJIT fix someone wanted"engine.LightStyle only updating static props once (community contribution)-novconfig, -vproject, -x360/-nox360, -xbox, VBSP -virtualdispphysics); -tmpout moved from VVIS to VBSP; some undocumented VBSP params documented-noTJuncsDetail to VBSP from TF2MAX_MAP_TEXINFO bumped to the new TF2 limit (16k → 32k)r_DrawBeams 2 now affects sprite trails (wireframe)elfbarf confirmed the fix ("Seems to be, thanks").
Akabenko pointed out on the old T-junction limit request that ficool2's pull request removing T-junction errors landed in Source SDK 2013. Cynosphere listed other limits raised in the latest TF2/SDK 2013 update, such as brushes going from 8192 to 32768. The request was closed as completed on 6 October; commit efb205 applies the T-junction softcap.
robotboy655: it should be fixed on the dev beta when it next updates.
Akabenko proposed supporting 65536-unit maps through a GMod-specific BSP revision, without modifying vphysics.dll to avoid the licensing issues around physics.
marchc1 pointed out that everything storing coordinate vectors in the BSP would need to change. DarthTealc suggested Hammer could keep compiling regular maps as BSP version 20. newmoonbat asked why not go above 100k like Strata; Akabenko replied that 128k maps need physics changes — he hit vphysics.dll crashes — which brings licensing issues, and posted the coordinate limits CSO2 and Titanfall 2 use.
RealGlorp reported that a named light_environment driven by engine.LightStyle updates world lightmaps but static props lose the sun after the first change and never get it back. Closed on 6 October; commit efb205 fixes engine.LightStyle only updating static props once.
elfbarf reported that on de_rimini, an old CS:S map his server has run for years, an interaction on the map instantly crashes the client since the September update. A crash dump was provided.