Garry's Mod

Garry's Mod

PAC3 [develop version]
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Update: 3 Feb @ 7:24pm

quicksetup materials fix + append multiple target parts from bulk select

don't send the edited material to SetMaterials (internal dynamic properties) if only one material exists (the submaterial dynamic properties become invisible in that case)

similar option to sending bulk select to proxy multi target, except it's appending, not overwriting existing ones, while preventing duplicate uids/names

Update: 3 Feb @ 4:27pm

model/entity 'edit materials' quick setup

instead of load vmt, get some quick setups to auto add them and set them up in one click. the submenu root is clickable and deploys all submaterials but the sub-options are right clickable

Update: 2 Feb @ 12:52am

force part preview forces (draw lines)

draws vector lines and their XYZ components reflecting the linear forces applied to targets, it doesn't render for non-owner players because of the calculations

+stop sending force actions if no targets are selected

Update: 1 Feb @ 11:31pm

view roll fix

when doing lock on, using a 'frame of reference' mode, it overrides pace.ViewAngles roll, but exiting these modes didn't reset it, so reset it

Update: 1 Feb @ 10:41pm

custom shortcuts update

add reset zoom and reset view position

ignore some weird persistent toggled keys

add bracketed numbers indicating number of keybinds for each action in the combobox, and a richtext zone to provide information about active keybinds, it can filter

Update: 30 Jan @ 10:41pm

more camera part quick setups (place camera from editor view)

apply editor view - translates editor camera position into local space, with a series of sub-options to switch between editor or default camera FOV, and select bones

centralized the zoom slider's bounds-setting functions into one
Add an option on the fov slider to raise its fov limit. By default it should stay at 100, but expanding it to 179 would be used to mirror the camera part's limits to set up some of the more exaggerated camera shots we might see in stylized animation and such (e.g. high FOV close-up on a weapon to make it look bigger).

converted some of the camera quick setup options into right clickable options that don't automatically close the menu, allowing a better experience in trying out different configs. I'm experimenting with that, would be good when there are occasionally options with multiple choices which would benefit from immediate 1-click feedback. I will tentatively explore this, but it should be used sparingly, for various reasons. misusing it might result in anti-QoL because most options introduce side effects that don't get undone by neighboring options, since they often do separate things

try to look for an alternate head if the standard valvebiped head isn't found

the base height used for calculation is now a traced hit to sample the top of the head instead of the base of the head bone. hopefully it works better. it's also manually adjustable (right clickable options refresh the height variable) to other alternates (between head bone's base, trace, hull height, eyepos), it's ultimately a micro difference but will be added for the sake of information and comparison

add option to clone the camera position as a dummy model for interpolators

Update: 17 Jan @ 2:06pm

small material fixes

unlit hack option for submaterial. because unlit materials from pac weren't being correctly used. works by forcing pac.Material lookup to replace the default fallback 'Fix' material created by the submaterial.

reapply the hide flag on material part on initialize. because the fact that hiding the part should prevent auto-applying the material on its parent wasn't being obeyed at weartime

Update: 16 Jan @ 9:31pm

remove unused code

Update: 16 Jan @ 8:55pm

lock and hitscan fixes

spelling issues

add some descriptions to force part and allow force actions that only do damping, without other forces (stopping momentum is a valid action to send to the server, unlike otherwise zero-force actions)

Update: 12 Jan @ 5:16pm

text part reworks and new features

rework the checks and make requirements more stringent for using custom fonts to ensure zero errors
also fixed the font enum builders to show clearly which fonts are actually usable

partial newline support (draw.DrawText supports it natively), optionally using escape characters
promote Text property to generic multiline panel class

truncate mode: gradually write letters or words, optionally delimited by certain definable 'skip' characters

proxy-able vector type data source

allow custom brackets and separators for nicer formatting