Gmod Update



  • New menu background
    Added Sobel post process shader
    Added map favourites (right click on a map)
    Added more sounds for thrusters
    Added ‘magic’ thruster effect
    Fixed thruster rings being drawn off center
    Switching into noclip mode is now predicted
    Increased physics max velocity
    Increased max physics collisions before freezing
    Reduced thruster volume
    Fixed voice panels showing after the player has left the server
    Fixed mp_falldamage not working
    Fixed broken interpolation with host_timescale
    Fixed UniqueID sometimes being wrong
    Removed npc_speakall server crash command
    Fixed objects dropped by gravgun death having no collision

    Fixed 3D particles being drawn off center
    Fixed SendUserMessage() not accepting boolean data type
    Player:SteamID() & Player:UniqueID() now shared
    Added Data Table variables
    Added render.PushCustomClipPlane( vector, distance )
    Added render.PopCustomClipPlane()
    Added render.EnableClipping( enabled )
    Added render.SetStencilEnable( enabled )
    Added render.SetStencilFailOperation( stencil operation )
    Added render.SetStencilZFailOperation( stencil operation )
    Added render.SetStencilPassOperation( stencil operation )
    Added render.SetStencilCompareFunction( stencil function )
    Added render.SetStencilReferenceValue( value )
    Added render.SetStencilTestMask( value )
    Added render.SetStencilWriteMask( value )
    Added render.ClearStencilBufferRectangle( left, top, right, bottom, value )
    Added render.ClearStencil()
    Added render.ClearBuffersObeyStencil( r, g, b, a, depth )
    Added render.PerformFullScreenStencilOperation()
    Added render.FogMode( fog mode )
    Added render.FogStart( start )
    Added render.FogEnd( end )
    Added render.SetFogZ( height )
    Added render.GetFogMode()
    Added render.FogColor( r, g, b )
    Added render.GetFogColor()
    Added render.GetFogDistances()
    Added render.FogMaxDensity( density )
    Added render.CullMode( culling mode )
    Added render.ResetToneMappingScale( float )
    Added render.SetGoalToneMappingScale( float )
    Added render.TurnOnToneMapping()
    Added render.SetToneMappingScaleLinear( vec )
    Added render.GetToneMappingScaleLinear()
    Added render.SetScissorRect( x, y, width, height, enabled )
    Added Entity:SetRenderClipPlane( vector, distance )
    Added Entity:SetRenderClipPlaneEnabled( enabled )
    Added mesh.Begin( primitive type, primitive count )
    Added mesh.End()
    Added mesh.AdvanceVertex()
    Added mesh.Position( position )
    Added mesh.Normal( normal )
    Added mesh.Color( r, g, b, a )
    Added mesh.TexCoord( stage, u, v )
    Added mesh.Specular( r, g, b, a )
    Added mesh.TangentS( tangent )
    Added mesh.TangentT( tangent )
    Added mesh.VertexCount()
    Added mesh.QuadEasy( vPos, vNormal, fWidth, fHeight, color )
    Added mesh.Quad( v1, v2, v3, v4, color )
    Added resource.AddSingleFile( filename )
    Added material:GetMaterialVector( string )
    Added material:GetMaterialMatrix( string )
    Added material:SetMaterialMatrix( string, vmatrix )
    Player:IsBot() is now shared
    Added Entity:GetRenderGroup() (clientside)
    Added Entity:BodyTarget( vector, bool )
    Added Entity:HeadTarget( vector )
    Added CUserCmd:SetButtons( int )
    Added CUserCmd:GetButtons()
    Added Vector:Length2D()
    Added Vector:LengthSqr()
    Added Vector:Length2DSqr()
    Added Vector:Zero()
    Added physenv.GetGravity()
    Added physenv.SetGravity( vec )
    Added physenv.GetAirDensity()
    Added physenv.SetAirDensity( float )
    Added physenv.GetPerformanceSettings()
    Added physenv.SetPerformanceSettings( table )
    Added NPC:SetCurrentWeaponProficiency( int )
    Added NPC:GetCurrentWeaponProficiency()
    Added Entity:GetMaterialType()
    Added Weapon:GetNextPrimaryFire()
    Added Weapon:GetNextSecondaryFire()
    DPanelList now skips hidden panels
    Added GM:PreDrawSkyBox()
    Added GM:PostDrawSkyBox()
    Added GM:PreDrawOpaqueRenderables( bDrawingDepth, bDrawingSkybox )
    Added GM:PostDrawOpaqueRenderables( bDrawingDepth, bDrawingSkybox )
    Added GM:PreDrawTranslucentRenderables( bDrawingDepth, bDrawingSkybox )
    Added GM:PostDrawTranslucentRenderables( bDrawingDepth, bDrawingSkybox )
    Trace tables now contain "HitTexture"
    Fixed STNDRD
    Added RunStringEx( strCode, strInformation )
    Added Entity:GetCycle()
    ents.FindByClass now supports trailing wildcard on client
    Entity:SetVelocity() is now shared
    Entity:SetLocalVelocity() is now shared
    Entity:SetGroundEntity() is now shared



  • New menu background
    Added Sobel post process shader
    Added map favourites (right click on a map)
    Added more sounds for thrusters
    Added ‘magic’ thruster effect
    Fixed thruster rings being drawn off center
    Switching into noclip mode is now predicted
    Increased physics max velocity
    Increased max physics collisions before freezing
    Reduced thruster volume
    Fixed voice panels showing after the player has left the server
    Fixed mp_falldamage not working
    Fixed broken interpolation with host_timescale
    Fixed UniqueID sometimes being wrong
    Removed npc_speakall server crash command
    Fixed objects dropped by gravgun death having no collision

    Fixed 3D particles being drawn off center
    Fixed SendUserMessage() not accepting boolean data type
    Player:SteamID() & Player:UniqueID() now shared
    Added Data Table variables
    Added render.PushCustomClipPlane( vector, distance )
    Added render.PopCustomClipPlane()
    Added render.EnableClipping( enabled )
    Added render.SetStencilEnable( enabled )
    Added render.SetStencilFailOperation( stencil operation )
    Added render.SetStencilZFailOperation( stencil operation )
    Added render.SetStencilPassOperation( stencil operation )
    Added render.SetStencilCompareFunction( stencil function )
    Added render.SetStencilReferenceValue( value )
    Added render.SetStencilTestMask( value )
    Added render.SetStencilWriteMask( value )
    Added render.ClearStencilBufferRectangle( left, top, right, bottom, value )
    Added render.ClearStencil()
    Added render.ClearBuffersObeyStencil( r, g, b, a, depth )
    Added render.PerformFullScreenStencilOperation()
    Added render.FogMode( fog mode )
    Added render.FogStart( start )
    Added render.FogEnd( end )
    Added render.SetFogZ( height )
    Added render.GetFogMode()
    Added render.FogColor( r, g, b )
    Added render.GetFogColor()
    Added render.GetFogDistances()
    Added render.FogMaxDensity( density )
    Added render.CullMode( culling mode )
    Added render.ResetToneMappingScale( float )
    Added render.SetGoalToneMappingScale( float )
    Added render.TurnOnToneMapping()
    Added render.SetToneMappingScaleLinear( vec )
    Added render.GetToneMappingScaleLinear()
    Added render.SetScissorRect( x, y, width, height, enabled )
    Added Entity:SetRenderClipPlane( vector, distance )
    Added Entity:SetRenderClipPlaneEnabled( enabled )
    Added mesh.Begin( primitive type, primitive count )
    Added mesh.End()
    Added mesh.AdvanceVertex()
    Added mesh.Position( position )
    Added mesh.Normal( normal )
    Added mesh.Color( r, g, b, a )
    Added mesh.TexCoord( stage, u, v )
    Added mesh.Specular( r, g, b, a )
    Added mesh.TangentS( tangent )
    Added mesh.TangentT( tangent )
    Added mesh.VertexCount()
    Added mesh.QuadEasy( vPos, vNormal, fWidth, fHeight, color )
    Added mesh.Quad( v1, v2, v3, v4, color )
    Added resource.AddSingleFile( filename )
    Added material:GetMaterialVector( string )
    Added material:GetMaterialMatrix( string )
    Added material:SetMaterialMatrix( string, vmatrix )
    Player:IsBot() is now shared
    Added Entity:GetRenderGroup() (clientside)
    Added Entity:BodyTarget( vector, bool )
    Added Entity:HeadTarget( vector )
    Added CUserCmd:SetButtons( int )
    Added CUserCmd:GetButtons()
    Added Vector:Length2D()
    Added Vector:LengthSqr()
    Added Vector:Length2DSqr()
    Added Vector:Zero()
    Added physenv.GetGravity()
    Added physenv.SetGravity( vec )
    Added physenv.GetAirDensity()
    Added physenv.SetAirDensity( float )
    Added physenv.GetPerformanceSettings()
    Added physenv.SetPerformanceSettings( table )
    Added NPC:SetCurrentWeaponProficiency( int )
    Added NPC:GetCurrentWeaponProficiency()
    Added Entity:GetMaterialType()
    Added Weapon:GetNextPrimaryFire()
    Added Weapon:GetNextSecondaryFire()
    DPanelList now skips hidden panels
    Added GM:PreDrawSkyBox()
    Added GM:PostDrawSkyBox()
    Added GM:PreDrawOpaqueRenderables( bDrawingDepth, bDrawingSkybox )
    Added GM:PostDrawOpaqueRenderables( bDrawingDepth, bDrawingSkybox )
    Added GM:PreDrawTranslucentRenderables( bDrawingDepth, bDrawingSkybox )
    Added GM:PostDrawTranslucentRenderables( bDrawingDepth, bDrawingSkybox )
    Trace tables now contain "HitTexture"
    Fixed STNDRD
    Added RunStringEx( strCode, strInformation )
    Added Entity:GetCycle()
    ents.FindByClass now supports trailing wildcard on client
    Entity:SetVelocity() is now shared
    Entity:SetLocalVelocity() is now shared
    Entity:SetGroundEntity() is now shared



  • And what did he brake in the process?



  • did he add jinto’s renderx module or something?  tons of useful shit there, can’t wait to use it, though I don’t understand why velocity should be shared unless you’re making effects (drrr that’s probably the sole reason for doing it but w/e)

    wait WHAT

    mesh

    11/10



  • though I don’t understand why velocity should be shared unless you’re making effects

    Prediction.



  • well now it makes sense

    great update, will fuck with the new functions tonight when I have free time



  • @JusticeInACan:

    did he add jinto’s renderx module or something?  tons of useful shit there, can’t wait to use it, though I don’t understand why velocity should be shared unless you’re making effects (drrr that’s probably the sole reason for doing it but w/e

    He did.

    Also garry finally fixed host_timescale, OH BOY I’LL BE ABLE TO SIMULATE BULLET TIME SMOOTHLYFF



  • What? Are you trying to say bullets aren’t raytraces with a dispatched effect?



  • Uh no, I mean that with the fixed interpolation, slow-mo (Aka bullet time) will be smooth unlike it looked like the server was dying.



  • It’s funny because bullet time isn’t useful except for simulating some dumbshit matrix style crap.



  • The max physics velocity has been doubled, from 2000 to 3960.



  • I used 32,000.

    Just updated the server. Tell me if anything is wrong since I have no way to test right now.



  • Someone explain what prediction is to me. Like for noclip, is the server gonna constantly wait for the client to noclip?



  • Samplers in sandbox don’t work or load from Adv Dupe.



  • Use the Wire sound emmiter



  • @Rover:

    Someone explain what prediction is to me. Like for noclip, is the server gonna constantly wait for the client to noclip?

    In almost all multiplayer games, the game code is calculated at least twice. The server handles every single thing going on and the client tries to make it look smooth by running the same code. It’s a lot more complicated than that but that’s in layman’s terms.

    The update means that when you press the noclip button, the client will catch it before it goes to the server and start using the noclip physics before the server knows it. If it’s not properly predicted (ie, client says yes, server says no or vice versa) then you’ll notice a jitter / teleport because the server is still controlling your physics.



  • And that is why speed hacks exist.



  • Not really. The server should be predicting that but it makes it very hard to make it not look like jittery shit so people just let the clients run 1000mph even if they’re not supposed to.



  • So many new functions…. I’m a nub but assuming max physics collisions increase means its harder to freeze/crash server with rubbing props together. (aka soda cans from vending machines)



  • Nope, means it’s easier.


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