Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Update: 18 Oct @ 10:31am

- Fixed the Engine Stream validator counting one too many sound layers
- Calculate the value returned by ENT:GetWheelOffset client-side instead of networking it from the server. (This should improve suspension animation in some vehicles)

Update: 17 Oct @ 6:27pm

- Added server console variable: glide_global_damage_multiplier
- Added "redline" input to the Engine Stream editor
- Allow to override the Engine Stream position offset per layer
- Tweaked the rev. limiter sound logic
- Added and tweaked a gear switch cooldown on various vehicles
- Tweaked turbo sound logic, allow setting ENT.TurboBlowoffSound or ENT.TurboLoopSound to a empty string to disable them separately
- Try to combat "gear switch hiccups"

Update: 14 Oct @ 4:49pm

- Animate the Wolfsbane's belt texture
- Tweaked Dinghy turn force

Update: 13 Oct @ 10:14pm

- Added a hint for using VTOL aircraft

Update: 13 Oct @ 8:14pm

- Added base VTOL plane class
- Allow plane exhaust sound to be unset
- Made rotor beat sounds logic part of the base aircraft class
- Made ENT:OnUpdateAnimations part of the base vehicle class

Update: 5 Oct @ 2:18pm

- Add separate options to enable skybox indicators for land vehicles and aircraft
- VSWEPs: Add compatibility for old vehicles that use weapon.maxAmmo
- [Experimental] Limit how fast buoyancy points can sink
- Clamp negative magnitude value for the glide_damaged_engine particle effect

Update: 1 Oct @ 9:46am

- Disable client-side camera logic as soon as the vehicle is invalid, to prevent an error

Update: 30 Sep @ 6:55pm

- Tweaked default collision damage multiplier for planes
- Clamp input values given to particle effects

Update: 29 Sep @ 2:00pm

- Made "Control movement directly" mouse steering a little less "twitchy"
- Replaced Player:GlideGetCameraAngles() with Player:GlideGetAimAngles()
- Refactored the camera code: Besides cleaning up the client-side camera code a bit, this update makes Player:GlideGetAimPos() return the correct position that the player's client-sided camera is looking at, even if there are obstructions between the player's eye position and the aim position.

Update: 24 Sep @ 10:08am

- Use alpha channel from the provided color when drawing sprites
- Check IsValid instead of NULL when iterating over entities
- Don't modify weapon state when calling the Homing Launcher's SWEP:CanAttack