Garry's Mod

Garry's Mod

Auto Unstuck
正在显示第 1 - 10 项,共 26 项条目
< 1  2  3 >
更新于:2021 年 6 月 6 日 下午 10:23

• Fixed no teleportation when there's no navmesh
• Made TPNearSpot 2 by default
• Fixed navmesh teleportation not working correctly
• Added Auto Unstuck lua hooks for developers

更新于:2020 年 12 月 29 日 下午 8:24

Add support for stupid collision problems with Linux (Intended for nZombies invis_wall entities)

更新于:2020 年 12 月 24 日 下午 6:40

Prevent false positives with scripted entities (like projectiles shooting from weapons)

更新于:2020 年 12 月 21 日 下午 6:06

Add support for clips and only limit bounding radius for scripted entities, also increased bounding radius limit to 20.

更新于:2020 年 10 月 30 日 上午 10:25

Improve last TP spot teleportation

更新于:2020 年 10 月 4 日 下午 9:19

- Changed chat log alias from [AU] to [Auto Unstuck] (to prevent confusion)
- Made entity size exclusion smaller (This was preventing Auto Unstuck from detecting some important stuck positions)
- Changed from ShouldCollide hook to player Think hook, this massively improves detection!

更新于:2020 年 9 月 14 日 上午 3:45

Stopped checking if spectating or in Creative Mode for nZombies

更新于:2020 年 9 月 2 日 下午 3:00

Add support for unstucking players inside npcs or nextbots

更新于:2020 年 9 月 1 日 下午 6:39

Remove velocity check causing unnecessary chat spam and prevent the saving of last spots for players not on the ground.

更新于:2020 年 8 月 29 日 上午 3:29

Fixed Auto Unstuck not working with map clips and certain edges of props/map brushes, also removed the now useless AutoUnstuck_NearEntities convar, thanks to the TPNearSpot fallback teleports & navmesh spot collision detection there is no risk of teleport loops inside player-spawned entities.

In nZombies, zombies will now ignore players who were just teleported for 5 seconds.