trophy 190
Jan 2024 2 posts
Freak one month ago edited one month ago
im having an issue with a random black semi transparent box when look at the floor idk what it is
edited:
also quake assets wont mount for some reason and i got no clue what that options button is for
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Apr 2021 83 posts
do you have quake installed
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Aug 2022 9 posts
TiO2 EvoLve 23 days ago edited 23 days ago
Hey, Garry, can you change the ‘shift’ key to running? The default walking speed is too slow.
trophy 1275
Apr 2021 291 posts
He's a preview at the current way Scripted Entities work.
This is an addon with this code. The code is uploaded with the file (you can see the addon contents here)
public class MoveNoise : Component
{
	float seed;

	protected override void OnEnabled()
	{
		base.OnEnabled();

		seed = Random.Shared.Float( 0, 10000 );
	}

	protected override void OnUpdate()
	{
		DebugOverlay.ScreenText( 20, "Rocket Launcher Exists" );

		var offset = Noise.FbmVector( 3, seed + Time.Now * 100.0f );
		WorldPosition += offset * Time.Delta * 100.0f;
	}
}
There's a workflow question to be answered here..

When we publish this addon we're publishing all the code in this addon project. I don't see a simple way to limit it to just the code that the published Prefab uses.. other than letting you manually define .cs files to include.

Next - addons can't talk to each other directly, because they can't reference each other. This is something we could probably fix in the future, but it's not something I'm interested in right now. We should probably come up with a system that'll let things talk to each other in more indirect ways.
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Aug 2024 1 post
Managed to get a custom scripted entity to work in Sandbox. This is on the staging branch.
I presume the fact that my cool icon in the spawn menu isn't working is just WIP stuff, right?
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Apr 2021 291 posts
That's cool that you figured out how to do it, and yeah that's right, will be cleaning this all up next week!
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Mar 2023 10 posts
DoGGy 15 days ago edited 15 days ago
I think indirect talking between addons is always gonna be slow. Currently libraries are just source code that compiles with a game. Why addons can't be libraries that compiles as dll and are loaded in runtime, so we can reference other addons in addons. I'm pretty sure there are a lot of stuff that complicates implementing it, but it's possible, isn't it? If you don't mind, @garry, can you give us some explanations about that?

Edited:
Iirc there was a versioning problem. But you can make so addons specify version of every reference it needs. The only thing that can go bad is  if 2 addons requires 3rd one but with different versions. Probably it can be solved by loading both versions unless that addon is not allowing it.
If we get a cycle addon A -> addon B > addon A, it can be solved by not allowing it.
About the thing that a common "api" addon can be broken and everything breaks - but if code isn't working in addon, does it matter in which one, the api one or in addon that have copied the code from it?
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Jan 2023 1 post
BUG [Physics] - An object with broken physics has a chaining effect in breaking other objects on touch.

1. Break the physics of an object ( the easiest way is to spawn the forklift and try to detach the fork with the gravity gun, as in the video )
2. Spawn other physics objects onto the broken one, or walk into it.
*The object's collider or rigidbody disappears, and the object stops moving*
3. Next objects when interacting with the previous ones get bugged too, creating a chining effect

(No logs cos nothing shows there)

trophy 710
Jul 2021 18 posts
i madde hot dog
hot dog ha hawy hah
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Apr 2021 51 posts
trophy 710
Jul 2021 18 posts
Figured out how to get custom weapons working, to an extent.

It's kinda busted but I don't have the source files for the viewmodel so rip 💔
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Apr 2021 291 posts
Updated with spawnmenu tweaks, spawning sounds.

Main scene is now Sandbox.scene (was minimal.scene)
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Apr 2021 291 posts
Making dupes great
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May 2021 12 posts
Hey Garry, great job on all the stuff you've done for sandbox mode so far. I was initially going to post about issues with joint rotation but after testing again after the last time I did I wanted to note that rotating joints on ragdolls with physgun feels great at the moment which is important for S1 people looking to hopefully make art in sbox at some point. Hopefully we can get favorites in for entities at some point since we can't put our own custom tools on the right hand side automatically akeen to gmod but really great progress so far.
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Apr 2021 291 posts
Physgun effects and placeholder sounds
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Jun 2021 75 posts
Physgun valentine's day edition 
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Apr 2021 291 posts
Posted an update - new physgun effects and new undo system notices
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Feb 2025 2 posts
Will we be able to leverage the sandbox mode as a starting point to build other game modes? Looking back at Garry's Mod, so many game modes existed on the back of the original sandbox mode.
If this is already possible, how will we be able to do this? Playing around with sandbox using the addon template in the editor seems limited at the moment. Completely understand that sandbox mode is in it's early days.
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Apr 2021 291 posts
Maybe, at some point. At the moment I don't want to open source too early and have people copying crap code.
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Jun 2021 75 posts
why does it feel awful to look around? there's like half a second of delay and it feels like 20 fps, even though my fps is above 60
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May 2021 59 posts
why does it feel awful to look around? there's like half a second of delay and it feels like 20 fps, even though my fps is above 60
I remember a lot of people complaining about that in sbdm too
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Jul 2022 9 posts
why does it feel awful to look around? there's like half a second of delay and it feels like 20 fps, even though my fps is above 60

people have been telling me how much better Bolt Sandbox runs than Sandbox after I rewrote some of my camera code. that could be the culprit
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Jun 2021 75 posts
Braxen 🐟 13 hours ago edited 13 hours ago
people have been telling me how much better Bolt Sandbox runs than Sandbox after I rewrote some of my camera code. that could be the culprit 

there's clearly something weird in this sandbox, my braxnet rp doesn't have this problem either

can't really capture it on camera or screen recording, it just feels really choppy
trophy 1275
Apr 2021 291 posts
Can you explain it?
trophy 135
Jun 2021 75 posts
Braxen 🐟 12 hours ago edited 11 hours ago
Can you explain it?

When looking around, it feels like the camera is updated at 20 ticks per second making the view update very slowly, there's quite a large delay when moving the mouse too. Steam tells me the frame rate is between 60-70 fps, so it definitely shouldn't feel this bad.

It's as if you were playing on a remote desktop connection from australia
edited:

here is a slow motion video

compare this to walker



edited:
false alarm, finally fixed on staging this month
people
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