Open gamerpaddy opened 6 years ago
IIRC, the egp index is actually clamped to the max objects convar, instead of actually counting the number of objects. This is not necessarily a bug, but it is a silly way to do it.
It would be nice if it worked like holograms, where regardless of count, you can use any number as the index. One common use for this is using hashes/steamIDs as the index.
I'm bored today, I'll go tinker with it. I was pretty butthurt about this too.
@Divran do you feel like this is a bug or by design?
well, it is by design. but that design is probably terrible
I'll give it a go, hopefully I don't fail miserably :laughing: Not quite sure if this line needs removal, change, or to be left alone... thinking the last one. https://github.com/wiremod/wire/blob/ce5f234c5855889de798cc992ba54a367e0319c6/lua/entities/gmod_wire_egp/lib/egplib/objectcontrol.lua#L111 Edit: Dunno why I thought reordering would modify indexes, that would make EGP very difficult... I don't have Garry's Mod installed yet, but here's my untested go at it: https://github.com/wiremod/wire/compare/master...chinoto:fix-1476-egpObject-limit
I happened to fetch upstream today and noticed this branch, so I rebased it on upstream/master while I was in there. Still untested... https://github.com/wiremod/wire/compare/master...chinoto:fix-1476-egpObject-limit
EGP objects wont be drawn if the Index of them is higher than the Max Objects count, without actually having so many Objects.
Example e2 code: it creates an object on a specific index, and removes the object that was create before.
since egpHasObject returns 1, the object is created, just not visible.