gmod_perfutils helps find slow physics object calls
In #developer-talk, Redox shared his gmod_perfutils script that detours physics object functions to find expensive calls, after full metal sergeant 228 said one of his functions might be an issue.
In #developer-talk, Redox shared his gmod_perfutils script that detours physics object functions to find expensive calls, after full metal sergeant 228 said one of his functions might be an issue.
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 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 #developer-talk, TankNut described problems with his physics-driven mech: movement is unpredicted, so multiplayer feels slow, and hook order breaks things because the mech moves in PhysicsUpdate after its turrets update in PlayerPostThink/Think. He added that the biggest problem in recreating player movement is that Lua has no equivalent of entity->PhysicsImpact, though ApplyForceOffset might be enough. He later said it may matter less, since it seems to be only for touch-related things.