If you want to file issues regarding s&box itself, please go here:
facepunch / sandbox Goto Github PK
View Code? Open in Web Editor NEWGarry's Mod for s&box
License: MIT License
Garry's Mod for s&box
License: MIT License
If you want to file issues regarding s&box itself, please go here:
It'd help with doing chat commands.
Yeah that's kind of it.
Add C++ to blocks
When water is shot the bullet hole decal projects on it
there is no "application" to run
there are error sign and red checkers in avatar screen this seems to be a problem for a lot of people
When trying to launch after closing the editor, components fail to load, completely breaking the project.
Game Installation Path:
D:\STEAM\steamapps\common\sbox\
Project Path:
D:\s&box\rogue_game\
Component Path:
D:\s&box\rogue_game\code\Components
I have tried:
Re-creatable for me by:
I know this may not be a global issue, but having extensive troubles with this. Nobody found a solution in the official s&box discord.
Cheers.
Many people use the middle mouse button to make a scroll. In some cases, it is faster and more convenient. You press the middle mouse button, and it becomes possible to adjust the scroll relative to moving the mouse up or down (either up or down scroll)
How it works using the browser example:
Will the limit of 16 light sources with shadows be corrected in the future, at the moment this limit reaches 16, will it be more? 32/64/128 or more.
Trigger volumes, like the ones used for automated door systems on maps, will no longer detect players the moment they enter a car entity, and persists after they exit the car. It would seem that they are then not considered clients
To Reproduce
Expected behavior
I'm not sure what you would all prefer, but I think it would be neat if we were still considered clients if we were in vehicles, to allow for automated garage doors.
Either way, thanks!
Line 102 in 88f152d
Owner and Parent aren't networked, so if they're created on the Server, this information is never sent to the client, and the client tries to re-create the tool infinitely.
A feature to change the rotation speed of the physgun with some sort of slider or something would be great, so would a "Cleanup Map" button which removes every decal, model, entity and npc you spawn in, also restoring deleted models/entities (similar to the one in GMod). Thanks.
The following errors were found when trying to load the project:
A 'using namespace' directive can only be applied to namespaces; 'Component' is a type not a namespace. Consider a 'using static' directive instead
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\tools\PhysGun.Effects.cs:2
The type or namespace name 'MenuSystem' does not exist in the namespace 'Sandbox' (are you missing an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Menu\MainMenu.razor:3
The type or namespace name 'DefaultGameMenu' does not exist in the namespace 'Sandbox.UI.GameMenu' (are you missing an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Menu\MainMenu.razor:7
The type or namespace name 'IUse' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\entities\ThrusterEntity.cs:5
The type or namespace name 'BaseCarriable' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Carriable.cs:4
The type or namespace name 'IUse' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Carriable.cs:4
The type or namespace name 'BaseWeapon' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Weapon.cs:5
The type or namespace name 'IUse' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Weapon.cs:5
The type or namespace name 'Entity' could not be found (are you missing a using directive or an assembly reference?)
D:\SteamLibrary\steamapps\common\sbox\samples\sandbox-master\code\Carriable.cs:23
When you sit in the car, your player size resets to default.
Wrong github, please delete
Add the ability to undo spawned in entities and tool effects.
Issues closed
Title says it all, console spits something like this out when it happens: "
02:47:00 engine/Engine No conversion from ehandle to string at the moment!
02:47:05 Client [SandboxPlayer 378] Prediction Error SandboxPlayer.EyeLocalRotation (-0.03166,0.16934,0.18102,0.96827 (predicted: -0.03249,0.16918,0.1858,0.96737) [tick:241]
02:47:11 Client [SandboxPlayer 378] Prediction Error SandboxPlayer.EyeLocalRotation (0.04299,0.69959,-0.04374,0.71191 (predicted: 0.04071,0.69973,-0.04143,0.71205) [tick:533]
"
Unable to interact with entity when holding it with gravigun/physgun.
The axis' Input.Left and Input.Forward both don't take into account the stick's deadzone. If I very slowly move the stick out of the deadzone, the first value I get is something around 0.5f.
If I go into steam's controller config menu and increase the deadzone, the same test shows 0.8f. If I lower the deadzone, I get 0.2f
Changing between an Xbox Series X controller and a PlayStation 5 controller show different numbers as they have different deadzone settings within Steam.
At least one other user, WYVERN, was unable to reproduce this issue and their Input axis' appears to be normalized between the inner and outer deadzone on their controller.
In the spawn menu if you try to select items at the bottom left of the menu (S&Works tab currently has enough items to reproduce this) while people are talking in chat it blocks the items behind the chat boxes from being selected. Makes some items at the bottom of the list non-selectable in chatty servers.
Unless there's a reason to be able to click chat boxes, it'd be expected to be able to select the spawn menu item behind the message when mousing over it.
Note: Hard to see the highlighting on the item but it's the can on the bottom left.
the game runs normally and then when is about to join crashes
S&works tab only shows a limited number of items leaving the old ones out.
Maybe add some check when the player disconnects to return the player client to it's original pawn
Items like tables and such dont spawn right since the legs are far away from the origin it grabs the top of the table instead and spawns it partly in the ground.
The left is how it spawns currently. Right is how it should spawn.
this issue i imagine would also occur with other models where the lowest hull is not near the centre.
Spawning from the origin probably also would not work well since some people make models with the origin in the exact centre of the model (for some reason)
When dragging a model out of the Asset Browser in Hammer, some assets don't appear to drag out correctly. They did previously but something has changed that broke the functionality. Some of our models do work and we're not sure why.
It appears to be an issue only with local/custom assets. Asset.party assets drag out just fine, and we're able to drag some of our custom models but not others. We have not yet been able to find a difference between the ones that can and the ones that can't.
Here's a short video of the issue:
https://user-images.githubusercontent.com/8369707/201713208-13865131-a58f-48e6-a8e3-2d96569b95e9.mp4
In multiplayer, when using a light tool, lights can be attached to players. Sometimes, one side of the rope will be fixed at a point and the other side moves with the player.
Not able to use light tool on players or the light is fixed properly.
No response
Hello,
Describe the bug
Like i said in early 2023 on Discord,
On sandbox, if you respawn your Pawn without changing his controller type (so if the controller is based on s&box PawnController
code), the clientside constructor of the controller starts to create infinite spam in the console for his constructor.
I know all this stuff is indicated as deprecated but i'm still curious about this issue.
To Reproduce
ConCmd.Admin
to call Respawn() function[ConCmd.Admin( "respawn" )]
static void TestRespawn()
{
if ( ConsoleSystem.Caller.Pawn is SandboxPlayer basePlayer )
{
basePlayer.Respawn();
}
}
PawnController
constructor of the base
addon :public PawnController() {
Log.Info("PawnController constructor");
}
respawn
commandPawnController
start to be crazyOld video on WalkController
:
https://github.com/Facepunch/sandbox/assets/5229571/d99ddd8a-837b-437e-add4-95c9ef128935
Regards
Hi, I stumbled upon this repository and, in short, I'm pretty hyped with the fact that you're flipping the script in game development and doing everything transparently from the absolute beginning. I've already had a few ideas in a few areas that I'd like to work on and/or experiment with and, as such, I am particularly curious as to what's going to happen with the code in the repository license-wise, particularly because this issue could get very convoluted as soon as people start getting involved; As far as I know (not a lawyer, but I've been involved in free software development and had to deal with issues that arose from licenses), it's technically illegal for people to create their own forks or make modifications, and incorporating changes made by other people could eventually get very messy legal-wise and bring a lot of avoidable frustration.
While that could be overlooked, just like your organization seems to have done in the past with other repositories, I was wondering whether you'd believe that it would be a good idea to "nip that whole thing in the bud" from the beginning and assign an OSI-approved license, a custom license (maybe a vanilla or slightly modified version of the 3-clause BSD license that aims to restrict distribution could work? I'm not sure about what your business model is, so I'm just throwing that idea around as an example.) or a Contributor License Agreement in order to clarify that "You can do whatever (or not), we can distribute and sell that thing, you retain the rights to your code (or not)."
every time i go to the server section of any game other than of saying 1 person is in the server it says -1 please fix this
Gravity Gun alt-fire allows player to move through glass, ignoring collision
Note: I know you guys already mentioned not worrying too much about this gamemode, but since I couldn't figure out if this is gamemode related or something else (glass entity maybe?), I'll leave it here case it helps at some point.
Hopefully it isn't big deal
n/a
No response
BaseTool
implementationI went into sandbox (and it's the same for every mode/game) and I was in VR mode but I couldn't move, shoot, change weapons or do anything with my Quest 2 Controllers! Any help is greatly appreciated!
Not sure if it just hasn't been added yet or if it's broken, but the prop tab in the spawnmenu is missing any entries.
Equipping a tool that has previews, for example the Balloon Tool, will produce infinite PreviewEntities spawning at the map origin, tanking the framerate when those entities are in PVS and crashing the game when the max limit is reached.
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