Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Uppdatering: 18 okt @ 10:31

- Fixed the Engine Stream validator counting one too many sound layers
- Calculate the value returned by ENT:GetWheelOffset client-side instead of networking it from the server. (This should improve suspension animation in some vehicles)

Uppdatering: 17 okt @ 18:27

- Added server console variable: glide_global_damage_multiplier
- Added "redline" input to the Engine Stream editor
- Allow to override the Engine Stream position offset per layer
- Tweaked the rev. limiter sound logic
- Added and tweaked a gear switch cooldown on various vehicles
- Tweaked turbo sound logic, allow setting ENT.TurboBlowoffSound or ENT.TurboLoopSound to a empty string to disable them separately
- Try to combat "gear switch hiccups"

Uppdatering: 14 okt @ 16:49

- Animate the Wolfsbane's belt texture
- Tweaked Dinghy turn force

Uppdatering: 13 okt @ 22:14

- Added a hint for using VTOL aircraft

Uppdatering: 13 okt @ 20:14

- Added base VTOL plane class
- Allow plane exhaust sound to be unset
- Made rotor beat sounds logic part of the base aircraft class
- Made ENT:OnUpdateAnimations part of the base vehicle class

Uppdatering: 5 okt @ 14:18

- Add separate options to enable skybox indicators for land vehicles and aircraft
- VSWEPs: Add compatibility for old vehicles that use weapon.maxAmmo
- [Experimental] Limit how fast buoyancy points can sink
- Clamp negative magnitude value for the glide_damaged_engine particle effect

Uppdatering: 1 okt @ 9:46

- Disable client-side camera logic as soon as the vehicle is invalid, to prevent an error

Uppdatering: 30 sep @ 18:55

- Tweaked default collision damage multiplier for planes
- Clamp input values given to particle effects

Uppdatering: 29 sep @ 14:00

- Made "Control movement directly" mouse steering a little less "twitchy"
- Replaced Player:GlideGetCameraAngles() with Player:GlideGetAimAngles()
- Refactored the camera code: Besides cleaning up the client-side camera code a bit, this update makes Player:GlideGetAimPos() return the correct position that the player's client-sided camera is looking at, even if there are obstructions between the player's eye position and the aim position.

Uppdatering: 24 sep @ 10:08

- Use alpha channel from the provided color when drawing sprites
- Check IsValid instead of NULL when iterating over entities
- Don't modify weapon state when calling the Homing Launcher's SWEP:CanAttack