Garry's Mod

Garry's Mod

Nodegraph Editor+
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Update: 5 Jul @ 3:10am

Version 1.8.0

  • Updated the tool to support the maximum node count of 8192, only available for "dev" and "x86-64" branches of GMod for now
  • Added a toggle to apply jump hints to nodes that have jump links in Ground Node generation
  • Added a toggle to apply jump hints to nodes in Jump Link generation
  • Improved Ground Node generation, which should fix some issues and produce much better results than before
  • Separated the options for allowing the generation of Ground Nodes on crouch or jump-flagged nav areas
  • Fixed a stack overflow error that may occur when saving a dense nodegraph
  • Changed various server-side ConVars to client-side
  • Changed the generated nodeable maps directory location to "data/nodegraph"
  • Changed any mention of "control panel" to "tool menu" as a more user-friendly term
  • Changed the minimum value of the "Nav Min Area Size" setting in the Ground Node generation section to 0

Update: 11 May @ 3:16am

Version 1.7.0

  • Added Remove Unlinked Nodes (was hidden) function to the tool's control panel
  • Air Node generation now removes unlinked nodes after generation
  • Improved Remove Unlinked Nodes function; it should be more accurate at removing unlinked nodes now
  • Improved the Create Nodeable Map function; it should be able to handle large map BSPs (hopefully) and use less memory now

Update: 6 May @ 8:08am

Version 1.6.0

  • The node lookup table (WC Node IDs) is now assigned proper values according to their node IDs
  • Added support for Hint Nodes that are built into the map; this only applies if the Hint Node JSON for the map does not exist, as the HintNode Loader will replace them otherwise
  • Added "plain node textures", these replace the node textures with plain colors, which can help you see the nodes better, toggled off by default
  • Added "plain link textures", same as above, but for links, toggled on by default
  • Mass remove feature now only prints in chat if it removes at least one node
  • Mass remove feature will notify the user if the feature hasn't activated yet and the user tries to use it, for clarity I guess
  • Fixed additional crouch detection in Ground Node generation using the wrong end position, just a slight miscalculation lol
  • Changed functions that used custom "contains" function to use the existing table.HasValue function instead
  • Changed the order of the hint file search to follow HintNode Loader's search order (I don't know what I was thinking honestly when I created the previous order)
  • Removed various unnecessary code comments

Update: 2 May @ 9:16am

Version 1.5.0

  • Added a feature to remove nodes within a certain radius. This feature is disabled by default; you can enable it in the tool's control panel. When enabled, press your reload key to remove all nodes within the specified radius
  • Added a toggle for fullbright nodes, now they are completely handled by lua, no more VMTs
  • Changed the tool's instruction to be more concise and up to date
  • Removed external DNumSliderLegacy dependency, it is no longer used
  • And some more minor changes

Update: 3 Apr @ 7:44pm

Version 1.4.1

  • Fixed Air Node generation checks the link hulls incorrectly, whoops

Update: 2 Apr @ 6:49pm

Version 1.4.0

  • Added proper node zone building, for those who previously noded a map using this tool can simply re-save to build zones for their nodegraph
  • Added node height offset as an individual setting for Ground Node generation
  • Node info value will be set with proper numeric values, this also (probably) fixes the writeBytesUShort error when saving
  • Hint nodes (ground or air) now retrieves the node's position when saving to JSON
  • Hint nodes JSON saving now only write if at least one hint type exists, and don't write the table (NodeHints or Hints) if that table is empty
  • Improved how Air Node generation finding valid positions; generated nodes should be no longer out-of-bounds
  • After failing to find a valid trace to ground (non solid) position for Snap Nodes to Ground feature, it retains the original position to prevent out-of-bounds
  • Snap Node to Ground toggle feature now uses the same timeout system as the Snap All Nodes to Ground, to prevent user from getting their game freezing
  • All features that is related to Snap Node to Ground, now has their timeout only 16 units above node position instead of 10k
  • Node preview now uses different link colors according to the destination node type
  • Fixed the node visuals remaining on death when on singleplayer, finally
  • Fixed Air Node generation was using the old method instead of the new one when checking link hulls

Update: 24 Mar @ 6:23am

Version 1.3.0

  • Added support for info_hint, it can be found at Node Type > Hint Node, they are not included in the nodegraph so they do not count towards the nodes' count
  • Added all Hint types, the order in the panel appears unusual because of how the game processes it
  • Added modified VMT for info_hint's model
  • Added a toggle to show Hint Nodes (info_hint, not ground or air hints)
  • Added some safeguards to prevent linking to node types that are not supposed to be linked
  • Added a toggle to set all Air Nodes to Strider Nodes when generating Air Nodes
  • Added a slider to adjust the height when generating Air Nodes
  • Minor Ground Node generation improvements
  • Changed how the tool handles Hint Nodes, disappearing Hint Node issues when saving should be fixed
  • Changed the default of using Bounding Box for Link Generation when generating Ground Nodes to disabled
  • Changed the text of Air Node generation failure to be more explanatory
  • When using Restore Nodegraph function, it checks for Hint Nodes JSON from multiple directories instead of one, just like when the tool initially loaded
  • When creating/removing nodes, now the hint ID will be shown in chat if you've selected a hint type other than none or the corresponding node has a hint
  • Fixed an oversight of Node Projection setting sets the non-existing ConVar
  • Fixed Air Node generation affected by node height offset setting
  • Disabled some debugging prints that I forgot to disable last update

An attempt to support Hint Nodes that are built into the map was added. However, it was really difficult to do due to how the game handles the node IDs.
The code is still there deactivated, for anyone curious. I might dive deeper into this later on.

Update: 2 Mar @ 7:07am

Version 1.2.0

  • Added Step Check as an individual setting for Ground Node generation
  • Added Bounding Box (TraceHull) as an individual setting for Ground Node generation
  • When clearing the nodegraph before generating Ground Nodes, now it clears the Hint Nodes table

Update: 1 Mar @ 8:47am

Version 1.1.0

  • Added Hint Nodes support. This is possible thanks to #INVALID_USER. However, this requires HintNode Loader for the Hint Nodes to work as they are entities (not baked into .ain), but it isn't required for this tool to work
  • Added Hint Nodes visuals, this feature doesn't work for Hint Nodes built into the map at the moment
  • Added modified Hint Node VMTs to have fullbright
  • Added the ability to adjust link hull types, this will affect all node/link type and generation options, so keep this in mind when creating/generating nodes
  • Added optional TraceHull to Air Node link generation
  • Added additional crouch Navmesh detection when disallowing Ground Node generation on crouch or jump Navmeshes
  • Fixed Ground Node generation stopping at 4095 nodes in certain cases
  • When generating Air Nodes, Ground Nodes now pass their link data to the Air Nodes, and then generate additional links using visibility checks
  • When deciding what node link color to use, now it checks the whole array, it is slower but is required to adapt with the new Hull Type feature
  • Node Projection setting are now set individually for each node generation settings
  • Max Link Distance setting are now set individually for each node generation settings
  • Adjusted the tool's control panel for more streamlined process
  • Changed features that mentions "TraceHull" to "Bounding Box"
  • Changed generation setting texts that mentions "Check Link Visibility" to "Generate Additional Links" or similar
  • Changed the default of Undo-able Nodes feature to enabled
  • Changed "Render Always on Top" feature name to "Always Render on Top", silly grammar mistake I know
  • Changed "Snap All Nodes to the Ground" feature notification to "Snapped all nodes position to the ground."
  • Changed ConVar "cl_nodegraph_tool_select_diff_node_type" to "cl_nodegraph_tool_dont_select_diff_node_type"
  • Changed ConVar "cl_nodegraph_tool_gen_min_jump_height" to "cl_nodegraph_tool_gen_jump_min_height"
  • Changed ConVar "cl_nodegraph_tool_node_radius" to "cl_nodegraph_tool_nodeproj_radius"
  • Changed the tool's short description
  • Removed node models and textures, they are completely redundant as the base game already have these

If you had any issues with this update, please report them in the Bug Reports discussion. Thanks for the support, and sorry for no updates in a long time.

Update: 27 Dec, 2024 @ 8:05am

Version 1.0.1

  • Fixed "attempt to index nil upvalue nodegraph" error, the tool should function properly both in singleplayer and multiplayer now
  • When attempting to generate Ground Nodes without Navmesh, it no longer clears the Nodegraph
  • Changed some texts (mainly chat prints) for consistency
  • Changed "Ignore Z/Depth" feature name to "Render Always on Top" for clarity