Garry's Mod
PAC3 [develop version]
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更新: 1月12日 @ 16時32分

adjustments to is_touching_scalable event

add world_only option

rename extra_radius to radius (it was a mistake to not include the base entity bounds in the core event code, but backward compatibility must prevail on that one) and reflect the real radius in the part's nicename builder and the extra properties tester

更新: 1月12日 @ 14時53分

further bulk select update

pac_bulk_select_cursor_info option to draw text next to the cursor when there is a bulk selection or a bulk clipboard, this is to further inform users. something right on the cursor is one of the closest non-invasive ways to inform

add a basic cvar-setting derma prompt to the bulk halo highlighting mode menu option (which was purely for information), use more concise text to describe the option

deprecate the default bulk_copy shortcut keyword in the experimental presets since it wasn't used (the actual working keyword was copy_bulkselect), but now it's usable as a fallback

更新: 1月12日 @ 13時12分

better way to handle bulk select in nested setups

pac_bulk_select_subsume is a new option to toggle the behavior where selecting a part deselects its children and prevents selecting those children thereafter

having it off will allow operations on arbitrary parts in nested setups, but it can still cause issues with 'broad' operations if you, for example, copy a series of parts that are parents, grandparents, great-grandparents etc. subsuming would've prevented excess copies of children. or if you move / insert, the hierarchy can break. it'll make sense if you think about how it works. bulk select does single operations one by one on a list

use flashnotification when doing bulk selections and deselections, in keeping with the general principle of explaining what's going on when editor actions are being done

with that, also automatically add the bulk select partmenu option at the end, when there's a bulk selection and it's not already part of the menu. it's not a perfect solution to prevent confusion but it might be helpful for people when they accidentally discover bulk select.

更新: 1月3日 @ 3時05分

don't check extensions only, since some services don't provide a direct link to a file with an extension

更新: 1月2日 @ 19時20分

some event fixes

move some caching code around and rename one variable related to it

this will allow lockpart_grabbing, damage_zone_hit, and damage_zone_kill to work with empty string argument again

更新: 1月2日 @ 17時38分

Add admin checks to admin networking (#1371)

* add admin checks to admin networking

* apply admin checks to combat bans too

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Co-authored-by: pingu7867 <cedric4321@hotmail.com>

更新: 1月2日 @ 15時46分

fix parent_scale events

Skip the parent.Type == 'part' check because it was nil to begin with, it breaks the event's core function of reading part scales, making the input value always the default 1

add option to get the actual parent by default (tree structure is no longer a limitation because of target part modes)

add more information on ammo and total_ammo events

更新: 1月2日 @ 10時10分

fire_bullets event fixes

originally from https://github.com/CapsAdmin/pac3/pull/1350, we kind of forgot about it and OP deleted his repo

the fixes consist of renaming the variable find injected in the callback function (stopping error spam as it was expected to be read as find_ammo) and adding some hackery to make the event work when in singleplayer

also adding enums for the ammo names

but many addon weapons I tested don't seem to work to begin with, maybe they don't call the FireBullets hook in the first place

更新: 2024年12月25日 @ 16時40分

double-check to exit calcview hook if editor is not active

specific camera part setups caused issues

also, apply orthographic view preference before going in the editor

更新: 2024年12月25日 @ 16時19分

don't run SafeRemoveEntityDelayed on the weapon part's weapon owner

it's on remove(e.g. clearing outfit) but it happens in weirdly specific circumstances, with the 'all' mode