Garry's Mod
PAC3 [develop version]
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Actualizare: 3 oct. @ 16:38

fix bold fonts

the extra big bold fonts (those starting at '8' (11+8) size) didn't actually have the weight

Actualizare: 3 oct. @ 16:20

feature: pin properties

technically it splits the editor panel into a shared panel containing two editor-holder panels, there's extra layout hackery involved because the pin panel needs to bypass / be separate from the main properties' scrolling

it starts with a button display but you can right click it to pick alternatives such as removing the button altogether or assigning a keyboard shortcut for the pin toggle action

the config is saved the same way, it's a simple ipairs-style table, but you can reorder the properties by right clicking on the name labels in the editor

other minor changes
skip hide editor shortcut actions if in the luapad (for example with the tab key for tabulations (whitespace). I assume it'd be a common choice to pick tab for editor toggle)
make the extra image buttons (color picker, bookmark shopping cart) a little bit narrower
add spacer before 'apply proxy' option in vectors

Actualizare: 26 sept. @ 14:22

suppress blacklisted players from post-filter wears

I couldn't get people to test yet but I blacklisted myself to check, I'll have to assume the wear filter code still works

Actualizare: 25 sept. @ 21:15

mdl 'vararg' content length theoretical fix

I didn't reliably get the red texts or popups blocking the mdl load so I'm not 100% sure about replicability especially since it's been reported that it doesn't happen on all servers

but I've had multiple reports and the theory is simple enough, so since I'm pretty sure this is where it happens I'm pretty sure this will fix the bug.

Actualizare: 6 sept. @ 15:28

fix damagezone initialization in hitparts

this should make the counter-workaround take effect under normal circumstances of non-attached markers

Actualizare: 31 aug. @ 11:32

auto-link special tracked parts on creation

mainly to fix temporary damagezones (from projectiles) which we want to use with damage_zone_hit events for example

the caching method, while better than looking through local parts, had its flaws

Actualizare: 28 aug. @ 21:21

remove DoT instances on death

Actualizare: 24 aug. @ 14:29

limit the cache part fail warnings to after wear is done

it needs a bit of time to load other parts before determining the part reference is actually wrong

Actualizare: 24 aug. @ 13:24

expand text newline support

word wrap or force newline will enable other modes than drawdrawtext to make newlines, by manually drawing each line, supporting line spacing

wrap method caches calculated lines. it's rate limited in multiplayer, and length-limited because it's a bit expensive to calculate

fix ignoreZ

Actualizare: 20 aug. @ 16:39

optimize event uid search

catastrophic lag occurs when part search repeatedly fails, severity scaling with localparts size

it was already handled with proxy but now I transferred it to event