Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Update: Dec 6 @ 6:51pm

- Made wheels run touch functions on the entities they hit (Thanks, Vitroze!)
- Insurgent: Don't muffle first person sounds on exterior seats
- WebAudio: Ignore current vehicle when calculating room size
- Let engine torque have a greater effect on free-spinning wheels

Update: Dec 3 @ 12:52pm

- Tweaked solid flags for wheels (Thanks, Vitroze!)
- Don't spawn gibs for hidden wheels
- Try to fix an issue where ENT:GetWheelOffset was "lagging behind" the vehicle motion (especially noticeable on vehicles that use bone manipulation / pose parameters to move their wheels)

Update: Nov 30 @ 4:41pm

- Place default EngineStream offset at the middle of a vehicle's Z axis
- WebAudio: don't cut very high frequencies

Update: Nov 30 @ 7:05am

- Added tool: Bulletproof Tires
- Make WebAudio respect the volume console variable (Thanks, Flarky55!)
- Added line breaks to the end of ErrorNoHalt messages (Thanks, Flarky55!)

Update: Nov 29 @ 12:21pm

- Merge "hold" input action logic that was duplicated across some vehicles into a single system
- Added Glide.EXPLOSION_TYPE.FIREWORK (Only sounds for now)

Update: Nov 22 @ 4:27am

- Fixed blown wheels having a incorrect radius after spawning a duplicated vehicle (Thanks, le8a284js6ayoq!)
- Fixed the Sound Browser's list filter on Glide tab applying to entries on the Script tab instead

Update: Nov 20 @ 5:04pm

- Added logic to damage/blow tires

Update: Nov 20 @ 11:35am

- Added an admin-only Instant Vehicle Repair SWEP (Thanks, Vitroze!)
- Fixed a infinite loop/crash when using Realistic Car Dealer (Thanks, Vitroze!)
- Added console variable to enable player damage on hard collisions: glide_enable_damage_player_on_collision, glide_player_collision_damage_multiplier (Thanks, Vitroze!)
- Store the original EntityMeta:IsVehicle function before overridding it (for Lua autorefresh)

Update: Nov 17 @ 8:47am

- Tweaked the crosshair for the Vehicle Repair weapon (to avoid "black-only outlines" on certain display resolutions)
- Tweaked default fade distance for engine sounds
- Tweaked WebAudio logic that checks the room size for echo/reverb effects

Update: Nov 14 @ 5:24pm

- I forgot to include newer versions of the WebAudio HTML code - WebAudio may have not worked for you before this update