props can no longer be picked up by the physic gun or be deleted by the tool gun. they also stop colliding with the player, same goes for NPCs i take damage running and jumping on flat ground i also take damage when noclipping
some other things why can't i be a human in sandbox mode? how do i favorite items in the object menu?
Bug: I got damage when I fly through buildings on flatgrass in noclip Bug: when destroying watermelon, instead of the correct gibs models, I have big white squares. I tried again, and now there are models. Apparently this is the first time like this
it sucks to switch weapon to a gravity gun when it can just be part of the physgun. Rmb is going free when not grabbing, so use that to pull and grab objects. Phyguns remains the same and the gravgun part doesn't interfere with it.
Get these RPC errors when spawning some entities while there are other players on the server:
[Generic] Error calling RPC 'SCP173.AddObserver' - Object type Sandbox.SCP.SCP173 does not match target type Sandbox.SCP.SCP173. System.Reflection.TargetException: Object type Sandbox.SCP.SCP173 does not match target type Sandbox.SCP.SCP173. at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at Sandbox.Rpc.InvokeInstanceRpc(ObjectRpcMsg& rpc, TypeDescription& typeDesc, Object& targetObject, Connection& source)
I'm finding it hard to enjoy the sliding that is present in the current movement setup - walking down even the slightest decline results in the player sliding quite a lot. Hopefully the video demonstrates this well enough.
I'm not sure what the timeline is possibly filtering the spawn menu, but I'm looking forward to a curated list of 'official' items/models (kind of like what Half-Life 2 and other Source games were for the original gmod). Opening the spawn menu feels very overwhelming, and cluttered with all manner of things, some of which have some very varying artstyles and quality standards. It's not so much a case of not being able to find what I want, but moreso an issue of me not knowing what I want and having too much 'filler' to choose from. Adding a category for all the current Facepunch items to a curated/built-in list would be fantastic.
Some things I would love to see possibly in the future, is perhaps a small context menu of model information in the spawn menu. Hovering over a spawnable item and getting some general information like the model bounds size, and if it's damageable, interactable, etc. would be really nice.
I don't think it was a feature that gmod originally had (or maybe it did later on, been years). It's not so much of an issue in this example, but as the workshop starts getting flooded with more and more assets it'll be good to know if something I am about to spawn will actually fit in the room (or if it can be destroyed, or has any other features that might not be present from just an image)
Really loving seeing all the classic tools coming in, every one that has been added so far has been great and felt way more polished than their gmod counterparts, can really feel the thought that has been put into these new iterations of them.