Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Update: May 5 @ 3:12pm

- Added "reduced throttle" toggle to boats
- Made reduced throttle work on "amphibious mode"
- Disable car engine redlining while on "amphibious mode"
- Fix "amphibious mode" ignoring when the engine is off

Update: May 5 @ 1:17pm

- Fixed cars accelerating in place if you held W as soon as you entered them
- Added a ENT.IsAmphibious variable to cars. Setting it to true activates boat-like physics on water, and allows changes to buoyancy parameters and ENT.BoatParams to have an effect.

Update: May 5 @ 9:55am

- Tweaked boat particles
- Properly check ENT.CanSwitchHeadlights to allow editing it through the sandbox C menu

- Made all engine states have the same meaning on all vehicle types
- Moved ENT.StartSound and ENT.StartTailSound logic to base_glide
- Renamed helicopter/plane ENT.StartSoundPath to ENT.StartSound, to match other vehicle types
- Moved EngineState Wiremod output logic to base_glide
- Moved the "wake physics on input" logic to base_glide
- Moved the "engine toggle button" check to base_glide

Update: May 4 @ 1:34pm

- Make boats and explosions consider "slime"/"deadly goo" as water too

Update: May 4 @ 12:58pm

- Added boat base
- Added Dinghy
- Added Seashark
- Tweaked vehicle spawn function to detect water surfaces
- Don't create a new TraceResult table every time we do a wheel trace
- Allow overriding some collision sounds with ENT.SoftCollisionSound and ENT.HardCollisionSound
- Added a separate ENT.FallWhileUnderWater to the base vehicle class. Players will only ragdoll out of vehicles under water if this is set to "true".
- Moved auto turn off headlights logic to base
- Keep a known BuoyancyRatio value for the physics object of all vehicle types
- Downscale spawn icons to improve quality on the spawnlist (Thanks, Astralcircle!)
- Added console variable glide_homing_launcher_lock_required, to require homing launcher to have a valid target to fire (Thanks, kirillbrest123!)
- Fixed flame offset on missiles (Thanks, Redox!)

Update: Apr 25 @ 12:50pm

- Slightly raised the Gauntlet's ForwardTractionMax value
- Tweaked vehicle startup logic
- Added new EngineStream parameter: redlineStrength
- Tweaked the min. slider value for the MinRPM variable on the entity editor (From 1000 to 500)

Update: Apr 24 @ 9:29pm

Tweaked the default engine RPM values to make them behave in a more realistic way, as well as changing a few other values to make them work best with these new defaults.

Check out the pull request page[github.com] to see more details.

Update: Apr 24 @ 5:48pm

- Replaced Police Cruiser horn with a proper "buzzing" sound
- Added a option for developers to set a alternate siren wail sound when pressing the horn button while sirens are active
- Added console variable: glide_world_physics_damage_multiplier

Update: Apr 21 @ 12:38pm

- No need to call StopMotionController on missiles (Thanks, Astralcircle!)
- Added a way to override surface grip/surface rolling resistance on a per vehicle basis
- Slighty tweaked surface grip logic

Update: Apr 20 @ 11:11pm

- Added console variable to disable explosive bullets on Turrets: glide_turret_explosive_allow (Thanks, Astralcircle!)
- Don't light up brakes if engine/headlights are off
- Offset the third person camera when a trailer is attached
- Tweaked volume for many engine sounds
- Implemented some functions from the Vehicle metatable
- Added ENT options for camera offset while a trailer is attached: ENT.CameraTrailerOffset and ENT.CameraTrailerDistanceMultiplier