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Nope, that's not a late April Fool's joke. We're rolling out an update today to the Workshop.
There's been a ton of changes and bugfixes over the past months, so I'll try to be brief while covering all the new stuff. Check out the full changelog for bugfixes!
Quick fixes
First up, there's now quick-fixes to the E2 editor. If you've been sick of having to manually solve all of your warnings over the past few months, then hopefully you'll appreciate these one-click solutions.
Notifications
We've added a new notification system that should hopefully give you a little more insight into problems with Wiremod. We know we've been getting quite a few questions about the new errors popping up from the recent updates, so we're adding these to help clarify that you are not receiving actual errors. Don't worry, you most likely won't see these if your Wiremod setup is already fine.
More E2 functions
We've added a few new E2 functions for various tasks. First we have setClipboardText(string) which, as you may guess, allows you to set your clipboard contents directly. Pretty handy! Next up we've had a lot of CPPI checks exposed, meaning you can more easily check if you can do something to a player without having to error your chip or use a try/catch block. We've also added some small things like array:indexOf() which returns the index of an element in the array, just in case you need to use that. We also added compression for strings and the much needed _TAU constant!
And again, we've made many fixes and improvements these past few months. From reducing file size to fixing exploits, we've been all over the field the past few months making sure Wiremod is in tip top shape, and we hope you can enjoy that!
That's all for this month(s)! Thanks for stopping by, and we look forward to seeing what you create!
Full changelog:
Wiremod
Additions
Added the ability to remove generated entity/wirelink Wire outputs
Added dynamic FPS limiter to RT cameras (Community contribution from stepa2)
Added pattern complexity checks to string gates to prevent expensive patterns from running
Changes
Decreased file size of various textures (Community contribution from Fasteroid and Redox)
Updated material blacklist
Sound Emitter paths are now limited to 260 characters max
Rewrote Wire Wheels to be better
Moved and updated icons to speed up loading (Community contribution from Redox)
Improved wire rendering (Community contribution from Fasteroid)
Improved RT Cameras to be more performant (Community contribution from stepa2)
Fixes
Fixed an error that could occur with generated entity/wirelink outputs
Fixed Graphics Tablet would only use part of the screen to track the mouse
Fixed error on removing a CD Lock with a Disk inside
Fixed Wheel would reset direction after being pasted from a dupe
Fixed an exploit with CD Disks storing other data besides numbers
Fixed Explosives would cause odd physgun behavior
Fixed a crash from balloon deployer using too much force
Fixed small code errors in ModelPlug
Fixed RT Cameras not cleaning up properly (Community contribution from Redox)
Fixed Wire Map Interface for new maps (Community contribution from Grocel)
Removals
Removed some unused model formats (Community contribution from Redox)
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April 2024 Release
Nope, that's not a late April Fool's joke. We're rolling out an update today to the Workshop.
There's been a ton of changes and bugfixes over the past months, so I'll try to be brief while covering all the new stuff. Check out the full changelog for bugfixes!
Quick fixes
First up, there's now quick-fixes to the E2 editor. If you've been sick of having to manually solve all of your warnings over the past few months, then hopefully you'll appreciate these one-click solutions.
Notifications
We've added a new notification system that should hopefully give you a little more insight into problems with Wiremod. We know we've been getting quite a few questions about the new errors popping up from the recent updates, so we're adding these to help clarify that you are not receiving actual errors. Don't worry, you most likely won't see these if your Wiremod setup is already fine.
More E2 functions
We've added a few new E2 functions for various tasks. First we have
setClipboardText(string)
which, as you may guess, allows you to set your clipboard contents directly. Pretty handy! Next up we've had a lot of CPPI checks exposed, meaning you can more easily check if you can do something to a player without having to error your chip or use a try/catch block. We've also added some small things likearray:indexOf()
which returns the index of an element in the array, just in case you need to use that. We also added compression for strings and the much needed_TAU
constant!And again, we've made many fixes and improvements these past few months. From reducing file size to fixing exploits, we've been all over the field the past few months making sure Wiremod is in tip top shape, and we hope you can enjoy that!
That's all for this month(s)! Thanks for stopping by, and we look forward to seeing what you create!
Full changelog:
Wiremod
Additions
Changes
Fixes
Removals
Expression 2
Additions
changed
with an inputsetClipboardText(string)
with convarwire_expression2_clipboard_allow
to allow changing clipboard text (Community contribution from Sandalot)entity:createWirelink()
to create wirelink outputs on an entity dynamicallyragdollSetPose
based on sizeragdollGetPose
andragdollSetPose
printColor
based on size of transmissionwire_expression2_printcolor_warn
to control showing warnings forprintColor
array:indexOf
to return index of object in arraycompress
anddecompress
to LZMA compress strings_TAU
constantChanges
datasignal
andgtable
registered (optional) extensionsprintColor
to be fasterprintColor
warnings to not happen on your own chipsentity:setSkin(number)
setPos
andsetAng
directly modify the entity instead of the entity's PhysObject (Community contribution from Redox)Fixes
egpObjectContainsPoint
for RoundedBoxOutline objects didn't workragdollSetPose(table, number)
with 0 would not rotate to the correct target angleprintColor
would use default size for host/singleplayergetBone
egpobject:show()
Removals
entity:wirelink()
to create wirelink outputs on the entitywirelink:egpObject(number)
functionCPU
Additions
L
-prefixed mnemonics for logical operationsChanges
MCOPY
now defers to smooth performance costdata_static
Fixes
CPG
not working properlyMLOOKAT
not functioningDWRITEFMT
would parse improperly#else
statement would end scope erroneouslyAPI
Additions
WireLib.Net
WireLib.Net.Trivial
for sending small amounts of data without adding a network stringnet.Stream
WireLib.Notify
for advanced player/server notificationsBeta Was this translation helpful? Give feedback.
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