Garry's Mod

Garry's Mod

PAC3 [develop version]
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Update: 17 Mar @ 8:22pm

buttons can bypass changes to their holdtime/toggle state updates if hidden

and add more details to logic gates-based events' tutorial entries to clarify how to use uids

Update: 17 Mar @ 5:44pm

fix previous commit

the parsing error was because these strings for the arrows and property key text at 2146 & 2148 weren't being assigned to the variable, free strings breaking syntax

Update: 17 Mar @ 12:18pm

revert previous commit

I'll investigate more later

Update: 17 Mar @ 11:59am

move active text entry alongside property list's scrolling

it won't go off-screen or above the property divider
accordingly, draw a rectangle with a text and arrows to indicate what property you're editing if out of bounds

fix a narrow bug where the pace.PanelExists check interprets a 'Container' bodygroup as the property container panel class. it created an error and dropped all further bodygroups

Update: 15 Mar @ 11:37am

force part update

split AffectSelf into two to distinguish between player owner and root owner (e.g. projectiles)

for backward compatibility, AffectSelf will still act as both by default, but with AlternateAffectSelf the split occurs. you can then use AffectPlayerOwner to affect your player, and AffectSelf to affect the root part owner separately

Update: 9 Mar @ 12:40am

small fix

Update: 4 Mar @ 5:47pm

hotfix

regarding the event arguments dynamic properties sync feature, I didn't account for the fact that properties can be edited from proxies

Update: 2 Mar @ 8:12pm

hotfix (quick actions - event reorganization)

actually I want this at the end so that events quick access actions (triggers) are the priority

also don't add the options if there's nothing in bulk select

Update: 2 Mar @ 7:12pm

event update

add AND gate
fix OR gate, add ignore_inverts

add ratio_timer (allowing reset on hide and biased ratios e.g. different from 50/50)
timer default interval is now 1 (0 caused spam issues, kinda annoying)

add timerx2 (start and end times instead of needing to stack two timerx)
timerx2 can be quickbuilt with a two-number event input e.g. '1 3' will automatically set start time to 1, end time to 3

bidirectional link between arguments and dynamic properties to reflect edits in real time

Update: 1 Mar @ 7:53pm

lock part aim smoothing

allows for smoothing / less aggressive control of the eye angles by doing an iterated lerp to target every frame