[QUOTE=FPtje;40168631]how about a built in think hook that resumes all registered colourings every frame? that could be useful for generating systems, and prevents users from having to make this think hook themselves.[/QUOTE] That's kind of what I was thinking. A fire an...
I don't think it's meant to. It works like a pcall, it returns false and the error iirc. Do you think we should have a built in system to attach a coroutine to.. so it resumes every cycle?
Is there anything that would be useful to have built in for you for the coroutine stuff?
This one? [hd]http://www.youtube.com/watch?v=4rYp2mFPp-E[/hd]
A few NextBot things [hd]http://www.youtube.com/watch?v=6IGgt3YuXp8[/hd] The behaviour code is a coroutine [img]http://puu.sh/2pu6M[/img]
You can run any script you want - but please don't!
[QUOTE=Drakehawke;39998854]falco doesn't like that, DarkRP forces it to 1 if i remember rightly[/QUOTE] Haha really?
Took a bit of fucking about.. but I got coroutines working flawlessly. Turns out destruction aren't called when a Lua error is thrown.. that ass fucked me for quite a while! [editline]20th March 2013[/editline] Now I need to stop coroutines without a yield making infinite...
Sorry for forcing you to change your routine - but this is the right forum for it.
Gamemodes + addon forums is for releases/wips, this forum is for development. There's arguments for it to be in either forum - but I think it belongs more in here.
Decided to use coroutines for the nextbot system. I was going to emulate what Valve do in-engine.. but I figured it's probably best to use our strengths as a scripting language.
Everything I do is on SVN [url]http://garry.tv/2013/03/11/paths/[/url]
I won't be adding their entities into GMod like I did with the HL:S Npcs. [url]http://garry.tv/2013/03/07/next-bot/[/url]
Binding the nextbot stuff.. [vid]http://puu.sh/2dz4G[/vid] [img]http://puu.sh/2dzeO[/img]
Haha that's awesome
Could potentially add l4d style NPCs too
Better scripted NPCs
Looking at binding the NextBot stuff.. this is gonna be fun! FYI all the TF2 bots, and NPCS and all of the L4D NPCs and bots use the NextBot stuff.
Yeah - that'd be rad
I'm gonna add them all to the sidebar, and make the search box filter them all [editline]27th February 2013[/editline] But yes, I will do that too
All the class functions are converted to the new form system on the wiki [url]http://wiki.garrysmod.com/page/Category:Class_Functions[/url] Here's a list of 1000+ functions that aren't documented [url]http://wiki.garrysmod.com/page/Category:Incomplete_Functions[/url] ...
Why does it hurt the eyes now? The background was white anyway? [editline]27th February 2013[/editline] [QUOTE=highvoltage;39727430]I'll post this here because its about what Garry is working on. Before I logged into the wiki the pages appeared fine, but after I logged in e...
Got the 'generated' function page working better.. You can click on the categories at the bottom to get a list of those functions. [url]http://wiki.garrysmod.com/page/notification/AddLegacy[/url] Can edit it and it lays it all out automagically :) [url]http://wiki.gar...
Glad to know that someone appreciates all the work I'm doing
[QUOTE=bromvlieg;39723826]Thank you garry for making the wiki artist friendly, could you now make it developer friendly too?[/QUOTE] Thanks for being late
Skull fucked the wiki further. Here's a list of functions [url]http://wiki.garrysmod.com/page/Category:Functions[/url] Here's a list of functions that need information [url]http://wiki.garrysmod.com/page/Category:Incomplete_Functions[/url] When you edit a functi...
I'll try to add support for that too [editline]25th February 2013[/editline] Ok, it's looking for gma's in the root folder now. So if you wanted to you could put them in garrysmod/* - but you can make an addon to hold them - and put them in garrymod/addons/gma/* and they'll ...
All folders in /addons/ will be mounted now - regardless of addon.txt existing inside or not. I'm making this change because I never liked the addon.txt solution (to not mounting old addons) and I feel like if people haven't removed/deleted their old incompatible addons by ...
Ooh, is it the same thing? in the properties menu? You should have make a pull request - it would have saved me some time :v:
Bodygroups property! [img]http://puu.sh/26CHt[/img]
Yeah I will make one for the drive system. The drive system is pretty much the same thing though - it's just a nicer class based way to create new move types. [url]https://github.com/garrynewman/garrysmod/tree/master/garrysmod/lua/drive[/url]
Explained the game movement system [url]http://wiki.garrysmod.com/page/Lua/Tutorials/Game_Movement[/url]
Documented the entity editing stuff on the wiki that everyone hates [url]http://wiki.garrysmod.com/page/Editable_Entities[/url]
[QUOTE=Drakehawke;39553490]If it's shipped with GMod then you may aswell just let the community contribute to the existing suitable libraries via GitHub, if it isn't shipped with GMod then it'll probably just end up like the dozens of other community created libraries. Or d...
Then do not bother trying to contribute. This idea isn't for people that can't think of anything to contribute.
I'm not talking about extra libraries. If a function belongs in util - then add it to util. If a function belongs in render, then add it to render etc. I'm not suggesting a new library called std with everything piled in.
The util library consists of functions I find useful, not functions that the community agree are useful.
Would be cool to have a kind of std library for GMod, with a lot of common functions that are used?