Garry's Mod

Garry's Mod

TARDIS
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Update: Oct 17, 2014 @ 5:23pm

Added part system back-end[github.com]

Sign on exterior is now lit by default matching interior doors (will add st john sticker soon). Interior doors are now serverside and have proper collision (uses new part system). Enabled popular double trace feature from legacy. Added ShouldThink hook for various things to try and improve performance for people not in the interior. Added parts system which is a vast improvement on the old version from legacy and includes such things as dark magic, automatic optimisations and a plugin style layout. A test button has been included somewhere on the console. Removed the 'secret wall'.

Update: Oct 5, 2014 @ 6:12pm

TARDIS:

Lots of model changes[github.com]

Netwrapper now handles entities differently to compensate for clients not always having the entity when one is sent. Moved models into models/drmatt/tardis/exterior and /models/drmatt/tardis/2012interior. Materials have been moved similarly. The interior can no longer be seen if the tardis is pointing at the sky, should also slightly increase framerate. All materials are now packed with the addon, legacy tardis no longer required for exterior materials. Updated materials with Benjas latest. Added test texture for door, marking the beginning of interior texturing.

World Portals:

wp.drawingent is now valid during portal drawing[github.com]

This is useful for various things.

Update: Oct 5, 2014 @ 7:13am

Updated models[github.com]

Repositioned and resized portals on exterior and interior. Adjusted interior to work with new portal position. Exterior now has black walls on the inside so you can't see through it by looking at a very high angle very close to it. Added cool colour changing effect to the screens because why not.

Update: Sep 30, 2014 @ 1:32pm

Hotfix for networking error

Update: Sep 30, 2014 @ 12:46pm

TARDIS:

Improved doors and fixed multiplayer networking[github.com]

Optimised ENT:DoorOpen() and added the function to the interior. Switched networking to use entity indexes rather than actual entities, fixing issues where the client had not yet initialized the entity. Portal no longer renders behind a closed door in the interior (like on the exterior). Updated interior model to include frame around interior doors.

World Portals:

View roll is now smooth[github.com]

It works like portal when you go into an sideways/upside-down portal.

Update: Sep 27, 2014 @ 10:11pm

Doors now work from the inside

New clientside model merges with portal view on exterior and shows on
interior. Visible line from the outside though, looking into it. The two
screens have been 3D2D'd and nearly ready for action. They have a test
screen on them at the moment. Slightly adjusted collision model for
interior.

Update: Aug 30, 2014 @ 4:39am

Updated interior model and fixed view roll bug. Unfortunately this means that entering a rotated tardis no longer looks as smooth, but this can be fixed with a transition from the initial roll value to 0, as is done in portal itself.

Update: Aug 30, 2014 @ 3:20am

Hotfix: Reverted interior movetype, fixing interior collision with other props.

Update: Aug 30, 2014 @ 2:50am

Hotfix: Fixes errors when trying to throw entities with invalid physobjects in (bugbait etc) and fixed decal crash (but decals no longer work on the interior).

Update: Aug 30, 2014 @ 1:15am

Multiplayer hotfix for 'Couldn't include file 'worldportals\teleport_cl.lua' (File not found) (@lua/autorun/worldportals_init.lua (line 20))'