Garry's Mod

Garry's Mod

Nodegraph Editor+
Zobrazuje se 1–10 z 13 položek
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Aktualizace: 5. srp. v 2.49

Version 1.9.1

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

Aktualizace: 23. čvc. v 9.08

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

Aktualizace: 5. čvc. v 3.10

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

Aktualizace: 11. kvě. v 3.16

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

Aktualizace: 6. kvě. v 8.08

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

Aktualizace: 2. kvě. v 9.16

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

Aktualizace: 3. dub. v 19.44

Version 1.4.1

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

Aktualizace: 2. dub. v 18.49

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

Aktualizace: 24. bře. v 6.23

Version 1.3.0

  • Added support for info_hint, it can be found at Node Type > Hint Node, they are not included in the nodegraph so they do not count towards the nodes' count
  • Added all Hint types, the order in the panel appears unusual because of how the game processes it
  • Added modified VMT for info_hint's model
  • Added a toggle to show Hint Nodes (info_hint, not ground or air hints)
  • Added some safeguards to prevent linking to node types that are not supposed to be linked
  • Added a toggle to set all Air Nodes to Strider Nodes when generating Air Nodes
  • Added a slider to adjust the height when generating Air Nodes
  • Minor Ground Node generation improvements
  • Changed how the tool handles Hint Nodes, disappearing Hint Node issues when saving should be fixed
  • Changed the default of using Bounding Box for Link Generation when generating Ground Nodes to disabled
  • Changed the text of Air Node generation failure to be more explanatory
  • When using Restore Nodegraph function, it checks for Hint Nodes JSON from multiple directories instead of one, just like when the tool initially loaded
  • When creating/removing nodes, now the hint ID will be shown in chat if you've selected a hint type other than none or the corresponding node has a hint
  • Fixed an oversight of Node Projection setting sets the non-existing ConVar
  • Fixed Air Node generation affected by node height offset setting
  • Disabled some debugging prints that I forgot to disable last update

An attempt to support Hint Nodes that are built into the map was added. However, it was really difficult to do due to how the game handles the node IDs.
The code is still there deactivated, for anyone curious. I might dive deeper into this later on.

Aktualizace: 2. bře. v 7.07

Version 1.2.0

  • Added Step Check as an individual setting for Ground Node generation
  • Added Bounding Box (TraceHull) as an individual setting for Ground Node generation
  • When clearing the nodegraph before generating Ground Nodes, now it clears the Hint Nodes table