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 #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, 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.
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.
In #next-update, Beelzebub shared silk.bzbb.dev. The day before, YohSambre had said he missed the old icon web UI and Billy pointed to the in-game derma_icon_browser; Beelzebub said he was forking an icon browser UI.
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.
In #developer-talk, Astralcircle's game ran out of memory around poster 10 while making a huge map overview. Rubat pointed out that poster can leave the tiles uncombined via its second argument. Astralcircle then made a 20k screenshot of gm_construct.
Commit 0e9ec4 on the x86-64 beta brings a large batch of fixes: several potential crashes around entity creation and search, a new p2p_force_reliable convar, loading Srcds workshop IDs from a file, fixed normals on many built-in models and new props.
Entity:SetSaveValueinfo_player_teamspawn, info_vehicle_groundspawn and placeholder entities based on prop_dynamic/prop_physicsGetBoneTransform returning garbage (needs further investigation)p2p_force_reliable (default 0); small packets now use k_EP2PSendUnreliable instead of k_EP2PSendUnreliableNoDelayhost_writeconfig_luacfg/srcds_addons.txt to cache/srcds_addon_list_cache.txtprop_effect in the base gamemodeUpdateScreenEffectTexture matproxy (forces _rt_FullFrameFB to update at the end of the frame), used for the PHX screenSWEP:CustomAmmoDisplay causing UI overlaps; ammo HUD no longer spams animationsBootil::BString usages (ILuaShared unchanged), less duplication calling Lua from Cgmod_tool no longer errors with addon tools in non-Sandbox gamemodesCommit 788529 on main improves the DImage shader replacement system and reworks the Paint tool UI to show previews.
Astralcircle opened a PR to copy a decal's name from the spawnmenu. On 13 October robotboy655 closed it as superseded by the Paint tool GUI rework, which copies the internal name (not the material path) by default.