Garry's Mod

Garry's Mod

Nodegraph Editor+
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Update: 4 Oct @ 8:09pm

Version 1.10.1

  • Fixed Hints disappearing when saving the nodegraph

Update: 14 Sep @ 7:43am

Version 1.10.0

  • Added "Save Nodegraph as ENT" feature. This lets you export your nodegraph (excluding links) in the entity lump format, which can be used with programs like BSPEntSpy[github.com]
  • Added "Save Nodegraph to VMF" feature. This works like the "Save Nodegraph as ENT" feature, but instead of exporting to an entity lump, it creates a copy of your map's VMF file in the "data/nodegraph" directory and writes the nodegraph data into that VMF copy
  • Added a custom tool gun screen that displays useful information such as the total number of nodes and hints, as well as details about the currently selected node (position, hint type, etc.), making it easier to keep track of your nodegraph
  • Added a feature to visualize each link hull types individually; disabled hulls are shown in red. Note that this may not always match the "ai_show_connect" console command, as the game can update link hulls dynamically at runtime. This setting can be found under "Node Hint" list and is set to HUMAN hull by default
  • Added a feature to automatically detect valid link hull types for ground and air links. This setting can be found under the name "Method" in "Link Hull Types" section and is set to Manual by default
  • Added calculation of ground node offsets for all hull types when saving
  • Fixed an issue where Hints could not be added after reaching the node limit
  • Fixed an issue where the tool tried to assign a hint value to a node that does not exist
  • Improved "Use Bounding Box for Link Visibility" feature
  • Improved various internal functions for better performance and reliability
  • Changed the default of "Node Height Offset" setting to 16 (was 10)
  • Changed the default of "Show Yaw Arrow" setting to true
  • Some tool menu changes
  • Ground node generation now only removes existing ground nodes instead of clearing the entire nodegraph
  • Hint nodes with the "Override jump permission" hint will now have the "Allow jump up" spawnflag set when exporting to JSON, entity lump, or VMF
  • Removed "Max Step Height" and "Step Check Count" option from the tool menu. They use defaults that should work in all cases

Update: 5 Aug @ 2:49am

Version 1.9.1

  • Fixed a critical bug that can cause the game to crash/freeze when deploying the tool

Update: 23 Jul @ 9:08am

Version 1.9.0

  • Significantly improved performance; node projection on large (dense) nodegraphs should now be much smoother and cause fewer slowdowns
  • The maximum node limit of 8192 is now available on all GMod branches
  • Added a "Render Using Player Position" option (disabled by default). When enabled, nodes are rendered based on your position instead of where you are aiming. This made rendering somewhat more efficient for some reason
  • The tool now attempts to apply the correct map version to help prevent nodegraph rebuilding when loading the map
  • The "Create Nodeable Map" feature is now always visible, with a status indicator above it. Previously, many users missed this feature because it was hidden; now it should be easier to find and understand
  • Jump Link Generation now clears any existing jump links before generating new ones
  • Made several changes to the tool menu
  • Manual linking now prevents adding jump links for node types that are not Ground
  • Removed the option to adjust the Node Projection radius from the UI. You can still change it using the ConVar "cl_nodegraph_tool_nodeproj_radius", but this is not recommended and may cause issues. Changes to this setting will not be saved

Update: 5 Jul @ 3:10am

Version 1.8.0

  • Updated the tool to support the maximum node count of 8192, only available for "dev" and "x86-64" branches of GMod for now
  • Added a toggle to apply jump hints to nodes that have jump links in Ground Node generation
  • Added a toggle to apply jump hints to nodes in Jump Link generation
  • Improved Ground Node generation, which should fix some issues and produce much better results than before
  • Separated the options for allowing the generation of Ground Nodes on crouch or jump-flagged nav areas
  • Fixed a stack overflow error that may occur when saving a dense nodegraph
  • Changed various server-side ConVars to client-side
  • Changed the generated nodeable maps directory location to "data/nodegraph"
  • Changed any mention of "control panel" to "tool menu" as a more user-friendly term
  • Changed the minimum value of the "Nav Min Area Size" setting in the Ground Node generation section to 0

Update: 11 May @ 3:16am

Version 1.7.0

  • Added Remove Unlinked Nodes (was hidden) function to the tool's control panel
  • Air Node generation now removes unlinked nodes after generation
  • Improved Remove Unlinked Nodes function; it should be more accurate at removing unlinked nodes now
  • Improved the Create Nodeable Map function; it should be able to handle large map BSPs (hopefully) and use less memory now

Update: 6 May @ 8:08am

Version 1.6.0

  • The node lookup table (WC Node IDs) is now assigned proper values according to their node IDs
  • Added support for Hint Nodes that are built into the map; this only applies if the Hint Node JSON for the map does not exist, as the HintNode Loader will replace them otherwise
  • Added "plain node textures", these replace the node textures with plain colors, which can help you see the nodes better, toggled off by default
  • Added "plain link textures", same as above, but for links, toggled on by default
  • Mass remove feature now only prints in chat if it removes at least one node
  • Mass remove feature will notify the user if the feature hasn't activated yet and the user tries to use it, for clarity I guess
  • Fixed additional crouch detection in Ground Node generation using the wrong end position, just a slight miscalculation lol
  • Changed functions that used custom "contains" function to use the existing table.HasValue function instead
  • Changed the order of the hint file search to follow HintNode Loader's search order (I don't know what I was thinking honestly when I created the previous order)
  • Removed various unnecessary code comments

Update: 2 May @ 9:16am

Version 1.5.0

  • Added a feature to remove nodes within a certain radius. This feature is disabled by default; you can enable it in the tool's control panel. When enabled, press your reload key to remove all nodes within the specified radius
  • Added a toggle for fullbright nodes, now they are completely handled by lua, no more VMTs
  • Changed the tool's instruction to be more concise and up to date
  • Removed external DNumSliderLegacy dependency, it is no longer used
  • And some more minor changes

Update: 3 Apr @ 7:44pm

Version 1.4.1

  • Fixed Air Node generation checks the link hulls incorrectly, whoops

Update: 2 Apr @ 6:49pm

Version 1.4.0

  • Added proper node zone building, for those who previously noded a map using this tool can simply re-save to build zones for their nodegraph
  • Added node height offset as an individual setting for Ground Node generation
  • Node info value will be set with proper numeric values, this also (probably) fixes the writeBytesUShort error when saving
  • Hint nodes (ground or air) now retrieves the node's position when saving to JSON
  • Hint nodes JSON saving now only write if at least one hint type exists, and don't write the table (NodeHints or Hints) if that table is empty
  • Improved how Air Node generation finding valid positions; generated nodes should be no longer out-of-bounds
  • After failing to find a valid trace to ground (non solid) position for Snap Nodes to Ground feature, it retains the original position to prevent out-of-bounds
  • Snap Node to Ground toggle feature now uses the same timeout system as the Snap All Nodes to Ground, to prevent user from getting their game freezing
  • All features that is related to Snap Node to Ground, now has their timeout only 16 units above node position instead of 10k
  • Node preview now uses different link colors according to the destination node type
  • Fixed the node visuals remaining on death when on singleplayer, finally
  • Fixed Air Node generation was using the old method instead of the new one when checking link hulls