Garry's Mod

Garry's Mod

TARDIS
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Update: 29 apr 2015 om 13:42

Fixed cordon not making stuff visible again[github.com]

Fixes #82[github.com]. Fixed interior being visible in the sky in third person mode (fixes #81[github.com]). Fixed minor error when leaving a multiplayer server with a tardis spawned.

Update: 29 apr 2015 om 12:52

Actual multiplayer hotfix[github.com]

Last one was a quick guess, tested this one.

Update: 29 apr 2015 om 12:37

Multiplayer hotfix[github.com]

Update: 29 apr 2015 om 12:24

TARDIS:
Basic third person mode, cordon system, more features and fixes[github.com]

Made some changes to improve 3D2D screen reliability (more fixes coming). Highly optimized occupants table. Switched ENT.owner to ENT:Get/SetCreator (fixes #79[github.com]). Added basic control system (#73[github.com]), but still needs lots of work. Double trace is now automatic and warns the player if the interior could not be spawned (fixes #35[github.com]). Added 'TardisData' system onto the player metatable, for easy access and networking for player-based variables (Player:Get/Set/ClearTardisData, #80[github.com]). Added PlayerEnter/PlayerExit entity hooks. Added basic third person mode where the player does not move, unlike legacy. Lots of workarounds are used to keep the player in place while keeping input data working properly, use Alt-E in interior to activate (and E to exit, fixes #78[github.com] and fixes #55[github.com]). Renamed to 'TARDIS Rewrite' in spawnmenu. Added cordon system which will automatically keep everything in the interior invisible to the outside world, including any player spawned objects and players themselves - refreshes every second at the moment (fixes #74[github.com]). Added 'Test UI' to one of the screens, and a button to toggle the door within that. Added 'TARDIS Hands' SWEP, used to stop player firing weapons in third person and to give a normal arms-down animation to them.

World Portals:
Added render override and pre/post render hooks[github.com]

Update: 29 apr 2015 om 12:21

-ignore-

Update: 20 feb 2015 om 20:11

Hotfix[github.com]

Fixed client error when shooting outside from inside in multiplayer.

Update: 20 feb 2015 om 19:47

World Portals:

Hotfix[github.com]

Removed ability to see yourself through portals since it's causing bugs (seemingly) in multiplayer.

Update: 20 feb 2015 om 19:07

TARDIS:

Fixed many issues and some enhancements[github.com]

Added 3D2D screen test, fixing #47[github.com]. Decals now show on the exterior, fixing #69[github.com]. Doors now slowly close as you exit 'render range', fixing #57[github.com]. Interior can no longer be unfrozen by players, fixing #48[github.com]. Fixed the black thing sticking out exterior as much as possible, fixing #67[github.com]. All stair sides are now visible, fixing #22[github.com]. Adjusted collision model on interior to fix players getting stuck in the doors as much as possible (note that this still can happen sometimes), fixing #66[github.com].

World Portals:

Bullets now go through portals[github.com]

Portals now stop rendering completely instead of a static image. Ragdolls are now teleported properly. You can now see yourself through a portal. Added wp.shouldrender.

Update: 9 jan 2015 om 21:40

TARDIS:

Updated model, more collisions, fixes and improvements[github.com]

Exterior doors are now serverside which should fix #20[github.com]. Changed interior lighting to a more blue colour. Using DiCHWer's latest model so adjusted all the positions to work with with the new model. Interior doors now fit almost perfectly into the frame. Changed default material due to texture modifications in the new model making the old texture look horrible. Increased exterior scale from 0.7 to 0.75, which should fix players getting stuck on entry and exit (mostly, exiting still needs some work).

World Portals:

Fixed player being thrown out at certain angles upon entering[github.com]

Update: 23 nov 2014 om 16:20

More collision improvements[github.com]

Fixed #17[github.com]. Fixed #18[github.com]. Fixed #19[github.com]. Exterior model changed so it can be walked into. Added '3D' bodygroup for the sign with the doors model. The front door is now a clientside prop, meaning it can be walked through (side effect: all the time, not just when doors open). Interior smooth groups (needed for collision) heavily optimised, can now add more detailed collision.