Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
Viser 11-20 af 132 forekomster
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Opdatering: 1. juni kl. 20:16

- Added the Transmission Editor tool
- Added model options to the Projectile/Missile Launcher tools
- Allow trailers to take blast damage
- Tweaked brake sound logic

Opdatering: 31. maj kl. 15:04

- Replaced Wheel Model tool with the Wheel Editor tool

Opdatering: 30. maj kl. 19:46

- Added mouse steering options
- Added option to set camera shake intensity

Opdatering: 22. maj kl. 12:12

- Exit check logic now ignores entities parented to the vehicle
- Wheels will not ignore COLLISION_GROUP_WORLD anymore. This fixes wheels ignoring some movable map brushes (like elevators), but it does not ignore entities that are "no-collided to everything but the world".

Opdatering: 16. maj kl. 12:13

- Fixed an issue where player poses weren't visible to other players (Player:GlideGetVehicle was not being set for other players)
- Tweaked/simplified vehicle turret logic
- Added experimental logic to prevent vehicles from hitting the ground when landing on all wheels

Opdatering: 14. maj kl. 10:09

- Made tanks use base_glide_car as the parent class
- Added "brake_or_taillight" bodygroup light type
- Made some vehicles properly use the new light bodygroup parameters
- Don't allow unflip/air controls while underwater

Opdatering: 13. maj kl. 10:40

- Improved the logic to check for free exit points
- Added Wiremod I/O to boats
- Moved headlight/turn signal Wiremod I/O logic to the base vehicle class
- Avoid using Entity:SetNW* functions, use the net library instead

Opdatering: 11. maj kl. 16:29

- Don't save constraints created by the socket system
- Made counter-steering effects visible on the vehicle's animations
- Fixed Homing Launcher trying to constantly auto-reload while the player has no ammo
- Tweaked some water effects/sounds

Opdatering: 8. maj kl. 16:26

- Only reload vehicle weapons after ammo is depleted
- Ignore water when casting exit traces
- Reduce engine smoke at high speed
- Validate seat entities before using them
- Validate vehicles before exploding them
- Added ENT:GetPlayerCount to vehicles
- Fixed inverted use of ENT.BrakeSqueakSound/ENT.BrakeReleaseSound

Opdatering: 5. maj kl. 20:17

- Fixed glide_homing_launcher_lock_required convar not working properly (Thanks, kirillbrest123!)
- Optimized ENT:UpdateLightBodygroups by only updating bodygroup when necessary (Thanks, luca1197!)
- Added a "skidmark time limit" setting, by default it fades out skidmarks after 15 seconds
- Handle skidmarks better on surfaces that aren't directly upright
- Optimized skirmarks by not creating color instances for every "piece", and by reusing the TraceResult table