Garry's Mod
Ragdoll Mover
กำลังแสดง 11-20 จาก 42 รายการ
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อัปเดต: 1 ธ.ค. 2022 @ 6: 10am

Fix

- Some fix related to children entities with no model breaking parented entity selection tab

อัปเดต: 1 ธ.ค. 2022 @ 1: 26am

Small update:
- Tweaked filter for parented entities, it will now pick any parented entities rather than just prop_effect prop parts and merged stuff from Easy Bonemerge Tool. (primarily did this so it'll work with Composite Bonemerge Tool, although with this you also can resize stuff from usual parent tools. this probably may introduce some unforeseen things related to entity parenting)

อัปเดต: 12 พ.ย. 2022 @ 10: 26pm

Fix

- Fixed issue with gizmos not being initialized properly, which was bugged since last update

อัปเดต: 12 พ.ย. 2022 @ 12: 27pm

Fix

- Fixed issue with ragdoll mover breaking when using Source's built in save system, primarily the issue with rgmSyncOne

อัปเดต: 5 ต.ค. 2022 @ 11: 39am

Fix

- Issue with IK rigs on 64 branch of gmod should be solved now.

What caused it? Short answer - 64 bit gmod was so good at maths that it managed to get -0.00000000000000000000001 or something when subtracting certain stuff for a square root of a certain thing for an IK and because it was negative, square root gave "not a number" which was breaking it in certain situations. Why I didn't fix that sooner? lazyness, couldn't be bothered to get 64 bit branch 'til now

อัปเดต: 1 ส.ค. 2022 @ 12: 45pm

Hotfix

- Fixed issue with an error related to UI not being initialized when calling for slider updates

อัปเดต: 26 มิ.ย. 2022 @ 9: 18am

Hotfix

- Fixed a net message issue which was causing lua error on game start for some people

อัปเดต: 26 มิ.ย. 2022 @ 1: 11am

Hotfix

- Fixed localized angle gizmos not turning off properly

อัปเดต: 24 มิ.ย. 2022 @ 7: 05am

Minor update

- Added more decimals to scale and width sliders

อัปเดต: 23 มิ.ย. 2022 @ 11: 30am

Minor update:

- Fixed issue with physical bone rotation gizmos becoming misaligned
- Added an automatic removal of gizmo entities of players that disconnected in multiplayer, so those won't add up and take up a lot of entity slots