1. Post #1

    http://garrysmod.com/post/26365451155
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  2. Post #2
    geekdeer

    December 2009
    208 Posts
    Sweet !!
    nice update :D

  3. Post #3
    Gold Member
    THATCAKEISASPY's Avatar
    February 2010
    1,330 Posts
    Will you re-add the Console 2.0 again?
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  4. Post #4
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,715 Posts
    net.WriteInt( val, bits )
    ???

  5. Post #5

    January 2012
    146 Posts
    net.WriteInt( val, bits )
    ???
    Here is a brief explanation of what Unsigned (net.ReadUInt()), Signed(net.ReadUInt()) and the bit value is for. I might be totally wrong so someone please correct me if I am.

    Signed: Allows negative values.
    Unsigned: Only 0 and above.

    Bits: You specify the bit length of the value. 32 should work in most cases however if you can use lower you should. You can find a list of the ranges here: http://en.wikipedia.org/wiki/Integer...ral_data_types

  6. Post #6
    COP.
    areolop's Avatar
    November 2009
    12,284 Posts
    Will you re-add the Console 2.0 again?
    Nope. Its gone forever

  7. Post #7
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,715 Posts
    Nope. Its gone forever
    WHAT!? But i liked Console 2.0!!!!!
    Why the hell!



    Also, servers are broken.

  8. Post #8
    Gold Member
    Starship's Avatar
    March 2011
    3,183 Posts
    What was console 2.0?
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  9. Post #9
    Penis Architect
    paul simon's Avatar
    November 2008
    7,730 Posts


    Cool!
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  10. Post #10
    Penis Architect
    paul simon's Avatar
    November 2008
    7,730 Posts
    So what's new in this update?
    I'm unable to access garrysmod.com
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  11. Post #11
    Im Dallas Powers
    ballads's Avatar
    June 2010
    1,608 Posts
    Code:
    I sent an update to Valve which fixes GMod 13 crashing on startup. A few warnings up front:
    
    Mac & Linux isn’t updated - both still broken
    I’m testing a new HTML renderer. The main menu is rendered using it. So if there’s any problems it’s that.
    So what’s new in this patch - apart from being able to play the game again? Well..
    
    Added Grocels colour panel
    Added ‘landing’ player animation
    Added ‘noclip’ player animation
    Added new act command ‘muscle’
    Added new act command ‘point’
    Added new act command ‘laugh’
    Added net.WriteInt( val, bits )
    Added net.WriteUInt( val, bits )
    Added net.ReadInt( bits )
    Added net.ReadUInt( bits )
    Removed net.WriteLong
    Removed net.WriteChar
    Removed net.WriteByte
    Removed net.ReadLong
    Removed net.ReadChar
    Removed net.ReadByte
    Renamed net.WriteAngles -> net.WriteAngle
    Added net.WriteDouble
    Added net.ReadDouble
    Reverted console to default
    Added file:Flush()
    Fixed HL2 depot never mounting
    Detects whether games are installed more reliably
    Fixed loadscreen errors when downloading files
    Added enable all/disable all to addons page
    Fixed addon maps not always showing up in Start Game
    Can now double click a map to start game
    Fixed games always starting with sv_lan 1
    Menu background now changes
    Added misc category to addons
    Fixed sbox_weapons being mis-labelled in settings
    Fixed DFrame:ShowCloseButton(false) not hiding the buttons
    Serverlist shows nice gamemode title instead of folder name
    Fixed console/gui elements sometimes showing in recorded demo
    Fixed halo effects/widgets  being out of line when rendering a demo
    Fixed broken halo effects in stereoscopic mode
    Local demos are now refreshed when clicking on the category name
    Fixed camera zoom and roll being ignored in recorded demos
    Fixed DOF focus going crazy in recorded demos
    Demos now properly record (starting) view entities
    Player:GetViewEntity() is now shared
    Changed localization strings to use “#…” instead of “!…” (fixes compatibility)
    Added util.Base64Encode( str )
    http.Get parameters changed to http.Get( url, onsuccess, onfailure )
    Added HTTP( table ) (see http.lua)
    Added http.Post( url, params (table), onsuccess, onfailure )
    Fixed spawn effect being ping delayed
    Added Entity:SetSpawnEffect( b ) (set to true entity will spawn with effect)
    Added Entity:GetSpawnEffect()
    Added Entity:GetCreationTime() (returns the time was created on server)
    Added GAMEMODE:NetworkEntityCreated( ent ) (clientside)
    Added Player:SteamID64()
    Added render.BrushMaterialOverride( mat )
    Added render.ModelMaterialOverride( mat )
    Added render.RenderNormalBuffer()
    Added render.GetNormalBuffer()
    Added render.DrawTextureToScreen( tex )
    GetRenderTargetEx now takes an imageformat as the 8th argument
    Added render.GetPositionBuffer()
    Added render.RenderPositionBuffer()
    A reminder that this is a beta so don’t expect it to always work flawlessly.
    For the people that cant access the site
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  12. Post #12
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    Added render.RenderNormalBuffer()
    Added render.GetNormalBuffer()

    Added render.GetPositionBuffer()
    Added render.RenderPositionBuffer()

    What use do these have without shader authoring?
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  13. Post #13
    there's nothing stopping you from authoring shaders

  14. Post #14
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    there's nothing stopping you from authoring shaders
    So custom shaderdlls work now?

  15. Post #15
    I would assume so

  16. Post #16
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    I would assume so
    Remember the public SDK is different, unless the interface versions are the same between swarm and whatever branch you use it won't work.

  17. Post #17
    shders compiled with earlier SDK's still work afaik

  18. Post #18
    SHADERS
    Legend286's Avatar
    October 2008
    9,790 Posts
    shders compiled with earlier SDK's still work afaik
    But it's the DLL that matters, so if it's changed it won't work I guess.

  19. Post #19
    Yeah the dll still works?