Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
Affichage des entrées 71-80 sur 188
< 1 ... 6  7  8  9  10 ... 19 >
Mis à jour le : 16 mai à 12h13

- 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

Mis à jour le : 14 mai à 10h09

- 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

Mis à jour le : 13 mai à 10h40

- 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

Mis à jour le : 11 mai à 16h29

- 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

Mis à jour le : 8 mai à 16h26

- 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

Mis à jour le : 5 mai à 20h17

- 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

Mis à jour le : 5 mai à 15h12

- 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

Mis à jour le : 5 mai à 13h17

- 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.

Mis à jour le : 5 mai à 9h55

- 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

Mis à jour le : 4 mai à 13h34

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