Garry's Mod

Garry's Mod

PAC3 [develop version]
Showing 71-80 of 263 entries
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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

Update: 1 Mar @ 6:52pm

new lock part modes (aim)

SetEyeang sets your eyeang to lock's world angle
AimToPos sets eyeang to point from eyeang to lock's world pos

and some small revisions for uniformity related to use of cached cvars

Update: 1 Mar @ 10:16am

add 'root owner' model option to model properties

for stuff like vehicles and NPCs
it also requests a spawnicon rebuild if it doesn't exist

Update: 1 Mar @ 7:31am

hotfix

Update: 24 Feb @ 6:59pm

add showtime dynamics to sunbeams

sunbeam multiplier: fade factor is multiplicative, with an additional initial 'attack' factor (simple linear fade-in to avoid instant flashes while also allowing the fadeout)

darken: fade factor is additive

Update: 24 Feb @ 4:10pm

hotfix

Update: 19 Feb @ 8:24pm

decay-related settings for some effect parts

add 'showtime dynamics' to sprites/beams, a series of options to make simple bursts and fades (multiply size or alpha over time) without proxies (it runs faster and would be more accessible to players)

add decay, fractional chance and fire duration related to particle counts

make particle count hardcoded clamp's limit (per emission) adjustable instead, add limiter for max active particles per emitter

Update: 6 Feb @ 3:25pm

bulk select deselect

option to deselect bulk selected parts if selecting a part without holding bulk select key

I thought about whether it should be default, it's probably less annoying to handle accidental bulk selects and to deselect faster

Update: 5 Feb @ 4:25pm

fix bulk select binder clear