Garry's Mod
Realistic Fragmentation System
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Aggiornamento: 1 set, 14:31

-minor optimalizations

Aggiornamento: 30 lug, 10:49

-even more optimizations and various fixes

Aggiornamento: 30 lug, 7:28

-added global function RFS:CreateShrapnell()

Aggiornamento: 30 lug, 5:32

-significantly optimized bullet code for better performance
-removed fragment batching (it wasn’t providing any real benefit)
-fixed bullet fragments not working when ricochet was disabled
-fixed incorrect bullet damage calculations

Aggiornamento: 29 lug, 6:39

-cleaned up and optimized some parts of the code

Aggiornamento: 1 apr, 4:20

-fix

Aggiornamento: 1 apr, 3:58

-if the explosion occurs in water, the fragments travel distance will be reduced by 80%

Aggiornamento: 15 mar, 5:59

-added option to set maximum damage dealt by fragments in explosion

Aggiornamento: 11 gen, 5:51

-optimized ricochet code
-fixed ricochet_enable covar not disabling ricochets for bullets
-tweaked some default convar values
-increased fragments limit from 1500 to 3000

Aggiornamento: 10 gen, 3:45

-added option to enable side-biased fragments
-now if the grenade is too close to the ground or on the ground, the number of downward fragments is reduced