Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Update: May 14 @ 10:09am

- Made tanks use base_glide_car as the parent class
- Added "brake_or_taillight" bodygroup light type
- Made some vehicles properly use the new light bodygroup parameters
- Don't allow unflip/air controls while underwater

Update: May 13 @ 10:40am

- 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

Update: May 11 @ 4:29pm

- 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

Update: May 8 @ 4:26pm

- 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

Update: May 5 @ 8:17pm

- 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

Update: May 5 @ 3:12pm

- 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

Update: May 5 @ 1:17pm

- 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.

Update: May 5 @ 9:55am

- 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

Update: May 4 @ 1:34pm

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

Update: May 4 @ 12:58pm

- 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!)