Garry's Mod
VRMod x64 - Extended
กำลังแสดง 1-10 จาก 141 รายการ
< 1  2  3 ... 15 >
อัปเดต: 24 ส.ค. @ 11: 40pm

- Reverted the network finger size back to original value
- Switched to the custom frame copy function

อัปเดต: 24 ส.ค. @ 9: 19pm

- Reduced excessive bone matrix updates by comparing the frames instead of relying on the frame number.
- Added delay before checking the vehicle type to address the issue where in the multiplayer check would be called. before ply actually managed to report to server which will result broken motion driving.
- Fixed freeze if trying to grab the wheel on stock vehicle if the glide is not installed.

อัปเดต: 23 ส.ค. @ 11: 03pm

-Glide: enforcing no ragdoll on moto crash serverside (this very cursed in vr)
-Pickup: now looking for blacklist patterns in model names too. Should reduce amount of pickable objects that had a default class but were not supposed to be picked + caching, so the check wouldn't run on every frame

อัปเดต: 23 ส.ค. @ 8: 49pm

-Glide: more reliable detection (should work with base addon without extensions) + some fine tuning

thanks Wordle Lover for testing

อัปเดต: 23 ส.ค. @ 12: 13am

-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.

อัปเดต: 22 ส.ค. @ 1: 10am

-Pickup dynamic offset calculation

อัปเดต: 21 ส.ค. @ 11: 48pm

-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.

อัปเดต: 21 ส.ค. @ 1: 18am

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

อัปเดต: 20 ส.ค. @ 5: 42pm

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

อัปเดต: 20 ส.ค. @ 2: 22pm

-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"