Garry's Mod

Garry's Mod

VRMod x64 - Extended
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Uppdatering: 23 aug @ 0:13

-Glide:

* Optimized the code, reduces network spam and improved performance.
* Fixed issue where aircraft that contained steer wheel bone was detected as a car.
* Added vector2_steer for aircraft
* Lots of polishing. Improved handling
* For car type vehicles added a distance check to avoid grabbing air

-VR motion driving: fixed hands not following the steer wheel for the standard based vehicles ( given that they have bones)

-Fix: hands/weapons collisions are now respecting player's noclip status

-Dev: When debug is enabled, server side messages will be send to the client so they can be rendered on the console. Has performance penalty.

Uppdatering: 22 aug @ 1:10

-Pickup dynamic offset calculation

Uppdatering: 21 aug @ 23:48

-Glide: Real VR control are here! Don't forget to assign pickups for your grips and grab'em steering wheels. Supported motorcycles and vehicles and aircraft.

Aircraft: (according to bones there is nowhere to grab) now you need to hold a right grip (set to pickup in steamvr) button while moving the controller. That should make it easier to fly without puking.
Flying controls are smoother too now.

Keep joystick steering for the tank tho, pickups will act as attack, since there is noting to grip into.

-Input: same controlling method is working with source based vehicles including SW, but hands visually stay in one place, as the actual bone seem to be not rotating, just animation.

Additionally added boolean_car_mouse_right/left to use UI (including numpad) in the car, given that you will find where to bind it...

-Fixes: fixed lack of velocity when dropping props. Also blacklisted more props that we ain't supposes to pick up, Thanks to Wordle Lover for the help.

API: server side api is now caching multiple frames in order to calculate velocities, as calculating anything between 0.01 seconds was not providing accurate results.

Uppdatering: 21 aug @ 1:18

-Networking: making sure frames are not dropped and removed server side check

Uppdatering: 20 aug @ 17:42

-Glide: Patched camera to follow HMD instead of mouse (tanks are now working) and smoother flight input

Uppdatering: 20 aug @ 14:22

-Glide: Fixed screwed up character. Added missing actions and related actions to SteamVR. Renamed them to avoid confusion. List of new driving actions:

"Toggle Engine"
"Shift Up"
"Shift Down"
"Shift Neutral"
"Alt Turret"
"Switch Weapon"
"Lights"
"Siren"
"Signal Left / Landing Gear"
"Signal Right / Countermeasures"
"Horn"
"Detach Trailer"

Uppdatering: 19 aug @ 23:05

-Pickup: props now have weight and now you can smash other players with them too. (before that it was collision group plausible door without physics)

-Initial Glide Support: Needs some polishing, player model does not look right while seated, however functional. Cars are controlled with buttons, while planes and helicopters use the right controller (like in flight simulators).

-New bindings for driving: you want to head to SteamVR settings and set your left joystick (vehicles control) to D-Pad. You will be able to assign 5 buttons to it that you will need. Additionally use thumbrests (touch works as button) and don't afraid to use chords (Like left grip + dpad up). If you use quest 3, can just switch to default bindings.

Uppdatering: 18 aug @ 12:18

-VGUI: moved buttons up a little in the Settings - Rendering tab

Uppdatering: 18 aug @ 11:26

-Reverted characterYaw calculations
-Added debug to LerpOtherVRPlayers

Uppdatering: 17 aug @ 17:24

-Making sure that the same frame is not being spammed over the network, given how often does this happens this change should be a significant improvement for the multiplayer
- Not sending frames to the server if gmod window is not active
- Added annabelle to the flat2vr list