Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
Visar 41–50 av 156 poster
< 1 ... 3  4  5  6  7 ... 16 >
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

Uppdatering: 11 maj @ 16:29

- Don't save constraints created by the socket system
- Made counter-steering effects visible on the vehicle's animations
- Fixed Homing Launcher trying to constantly auto-reload while the player has no ammo
- Tweaked some water effects/sounds

Uppdatering: 8 maj @ 16:26

- Only reload vehicle weapons after ammo is depleted
- Ignore water when casting exit traces
- Reduce engine smoke at high speed
- Validate seat entities before using them
- Validate vehicles before exploding them
- Added ENT:GetPlayerCount to vehicles
- Fixed inverted use of ENT.BrakeSqueakSound/ENT.BrakeReleaseSound

Uppdatering: 5 maj @ 20:17

- Fixed glide_homing_launcher_lock_required convar not working properly (Thanks, kirillbrest123!)
- Optimized ENT:UpdateLightBodygroups by only updating bodygroup when necessary (Thanks, luca1197!)
- Added a "skidmark time limit" setting, by default it fades out skidmarks after 15 seconds
- Handle skidmarks better on surfaces that aren't directly upright
- Optimized skirmarks by not creating color instances for every "piece", and by reusing the TraceResult table

Uppdatering: 5 maj @ 15:12

- Added "reduced throttle" toggle to boats
- Made reduced throttle work on "amphibious mode"
- Disable car engine redlining while on "amphibious mode"
- Fix "amphibious mode" ignoring when the engine is off

Uppdatering: 5 maj @ 13:17

- Fixed cars accelerating in place if you held W as soon as you entered them
- Added a ENT.IsAmphibious variable to cars. Setting it to true activates boat-like physics on water, and allows changes to buoyancy parameters and ENT.BoatParams to have an effect.

Uppdatering: 5 maj @ 9:55

- Tweaked boat particles
- Properly check ENT.CanSwitchHeadlights to allow editing it through the sandbox C menu

- Made all engine states have the same meaning on all vehicle types
- Moved ENT.StartSound and ENT.StartTailSound logic to base_glide
- Renamed helicopter/plane ENT.StartSoundPath to ENT.StartSound, to match other vehicle types
- Moved EngineState Wiremod output logic to base_glide
- Moved the "wake physics on input" logic to base_glide
- Moved the "engine toggle button" check to base_glide

Uppdatering: 4 maj @ 13:34

- Make boats and explosions consider "slime"/"deadly goo" as water too

Uppdatering: 4 maj @ 12:58

- Added boat base
- Added Dinghy
- Added Seashark
- Tweaked vehicle spawn function to detect water surfaces
- Don't create a new TraceResult table every time we do a wheel trace
- Allow overriding some collision sounds with ENT.SoftCollisionSound and ENT.HardCollisionSound
- Added a separate ENT.FallWhileUnderWater to the base vehicle class. Players will only ragdoll out of vehicles under water if this is set to "true".
- Moved auto turn off headlights logic to base
- Keep a known BuoyancyRatio value for the physics object of all vehicle types
- Downscale spawn icons to improve quality on the spawnlist (Thanks, Astralcircle!)
- Added console variable glide_homing_launcher_lock_required, to require homing launcher to have a valid target to fire (Thanks, kirillbrest123!)
- Fixed flame offset on missiles (Thanks, Redox!)

Uppdatering: 25 apr @ 12:50

- Slightly raised the Gauntlet's ForwardTractionMax value
- Tweaked vehicle startup logic
- Added new EngineStream parameter: redlineStrength
- Tweaked the min. slider value for the MinRPM variable on the entity editor (From 1000 to 500)