Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Uppdatering: 6 jun @ 17:40

- Restore old braking logic, for now
- Tweak default tire smoke color
- Tweak tire smoke particles, enable lighting
- Tweak speed required for camera shake
- Reduce explosion camera shake from turrets
- Don't turn off plane engine when holding the throttle down button
- Use OnUpdateMisc for weapon sounds on Lazer/Strikeforce, fixes weapons not producing sound while the engine is off

Uppdatering: 2 jun @ 8:53

- Allow lower minimum gear ratio values

Uppdatering: 2 jun @ 8:46

- Use aim position for mouse steering, fixes the steering being wrong when not looking directly ahead
- Tweaked wheel brake physics logic
- Tweaked default suspension spring parameters
- Tweaked parameters on various vehicles
- Added missing "Gear" Wiremod input

Uppdatering: 1 jun @ 20:16

- Added the Transmission Editor tool
- Added model options to the Projectile/Missile Launcher tools
- Allow trailers to take blast damage
- Tweaked brake sound logic

Uppdatering: 31 maj @ 15:04

- Replaced Wheel Model tool with the Wheel Editor tool

Uppdatering: 30 maj @ 19:46

- Added mouse steering options
- Added option to set camera shake intensity

Uppdatering: 22 maj @ 12:12

- Exit check logic now ignores entities parented to the vehicle
- Wheels will not ignore COLLISION_GROUP_WORLD anymore. This fixes wheels ignoring some movable map brushes (like elevators), but it does not ignore entities that are "no-collided to everything but the world".

Uppdatering: 16 maj @ 12:13

- Fixed an issue where player poses weren't visible to other players (Player:GlideGetVehicle was not being set for other players)
- Tweaked/simplified vehicle turret logic
- Added experimental logic to prevent vehicles from hitting the ground when landing on all wheels

Uppdatering: 14 maj @ 10:09

- Made tanks use base_glide_car as the parent class
- Added "brake_or_taillight" bodygroup light type
- Made some vehicles properly use the new light bodygroup parameters
- Don't allow unflip/air controls while underwater

Uppdatering: 13 maj @ 10:40

- Improved the logic to check for free exit points
- Added Wiremod I/O to boats
- Moved headlight/turn signal Wiremod I/O logic to the base vehicle class
- Avoid using Entity:SetNW* functions, use the net library instead