Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Uppdatering: 5 okt @ 14:18

- Add separate options to enable skybox indicators for land vehicles and aircraft
- VSWEPs: Add compatibility for old vehicles that use weapon.maxAmmo
- [Experimental] Limit how fast buoyancy points can sink
- Clamp negative magnitude value for the glide_damaged_engine particle effect

Uppdatering: 1 okt @ 9:46

- Disable client-side camera logic as soon as the vehicle is invalid, to prevent an error

Uppdatering: 30 sep @ 18:55

- Tweaked default collision damage multiplier for planes
- Clamp input values given to particle effects

Uppdatering: 29 sep @ 14:00

- Made "Control movement directly" mouse steering a little less "twitchy"
- Replaced Player:GlideGetCameraAngles() with Player:GlideGetAimAngles()
- Refactored the camera code: Besides cleaning up the client-side camera code a bit, this update makes Player:GlideGetAimPos() return the correct position that the player's client-sided camera is looking at, even if there are obstructions between the player's eye position and the aim position.

Uppdatering: 24 sep @ 10:08

- Use alpha channel from the provided color when drawing sprites
- Check IsValid instead of NULL when iterating over entities
- Don't modify weapon state when calling the Homing Launcher's SWEP:CanAttack

Uppdatering: 16 sep @ 22:52

- If you hold the Walk button (default is Left Alt) while entering a vehicle, you will always get into the closest seat
- Added Speed and Gravity Wiremod inputs to the Projectile Launcher
- Fixed sprites using colors from the last drawn sprite
- Fixed particles accumulating while paused on single-player

Uppdatering: 16 sep @ 21:05

- Added a proper deploy animation for when the Homing Launcher is not loaded
- Tweaked Homing Launcher reload animation

Uppdatering: 12 sep @ 7:56

- Fixed Russian and Turkish localizations (Thanks, Flarky55!)
- Disable headlight shadows when not on a vehicle, fixes flickering when performance optimizations are active

Uppdatering: 7 sep @ 11:53

- Fix vehicles being unable to fire lock-on missiles, when those vehicles rely on the old weapon system, and try to check weapon.lockOn.
- Do a quick fade when starting to play engine streams

Uppdatering: 3 sep @ 8:11

- When a car goes underwater, deal engine damage over time instead of instantly killing it
- When open seats goes underwater, only kick the player out if the player is also fully submerged
- Do exhaust pop on the "falling edge" of the engine RPM instead of when hitting the redline