Garry's Mod

Garry's Mod

Physical Parent
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Update: 15 Sep, 2018 @ 8:23am

V1.12.2
-Improved ownership check (fixes not being able to select spacebuild parts for example)

Update: 26 Jul, 2018 @ 2:47pm

V1.12.1
-Fixed error reported in the bug reports thread (post #27)

Update: 14 Jul, 2018 @ 8:40am

V1.12
-Replaced the physically parented props limit (sbox_maxphysparents) with a collision mesh complexity based system. The max value per player can be adjusted with the new server cvar sv_physparent_maxcomplexity.
The new system should do a much better job of preventing people from creating laggy/crashy parents by limiting the root cause.

-Added collision complexity display. It will show how far you are from the limit, and hopefully helps people parent in an optimized way.

-The buoyancy of physically parented props will be set to 0 for now. This is done as a quick fix for a previous tendency of physically parented contraptions spazzing out on contact with water and crashing servers. (bug reports post #20)

Update: 21 Jun, 2018 @ 7:33am

V1.11
-Some behind the scenes optimizations, for example base entities are no longer secretly cloned and re-created upon physical parenting. This was previously done as a hacky fix to a game crashing bug, but I belive I have found a better solution.
-Renamed "Enhanced Collision" setting to "Clientside Collision" to better represent it, and added some of the downsides of using it in the description.
-Greatly reduced the amount of data sent from the server to clients, which should fix a net error reported in the error reports thread (post #17)
-Changes to how clientside collisions are handled, potentially increased robustness against situations where target entities are outside of players PVS

Update: 16 Jun, 2018 @ 11:15pm

V1.10.1
-Added safety against an error case reported in the bug reports thread

Update: 28 May, 2018 @ 10:51am

V1.10:

-Physically parented props will now stay solid when not using the 'Enhanced Collision' setting. This means you will be able to access and unparent individual props just like with regular parents. It also means ACF damage will work the same way as with regular parents. If a prop gets destroyed, the collisions will be updated accordingly. Still, I wouldn't recommend using it with ACF tanks like that, because the collision update isn't completely smooth.

-Duplication data format is now more efficient, which means dupes containing physical parenting will have smaller file sizes than before. This also fixes some rare bugs, such as one where collisions wouldn't line up with the props perfectly after pasting due to the duplicator putting props in incorrect locations. To keep things simple, I have not kept backwards compatibility for the old format. However, regular parents should be unaffected. Sorry for the inconvenience.

-SmartSnap grids on enhanced physparents should now work in singleplayer as well.

-Player collisions with enhanced physparents should be a bit more reliable

-Rewrote large parts of the code to be more efficient (and may have accidentally caused some bugs in the process)

Update: 17 Apr, 2018 @ 9:32am

V1.09:
-further improvements to player collision in multiplayer when parenting using the "enhanced collision" setting
-fixed smartsnap grid not showing when using enhanced collision (at least in multiplayer)

Update: 13 Apr, 2018 @ 4:36pm

V1.08.1:
-Fixed lua error when using the Duplicator tool
-Fixed constraints not being removed from selected entities when physically parenting with the "remove constraints" option enabled

Update: 9 Apr, 2018 @ 8:45am

V1.08:
-Physguning physically parented stuff should now highlight the correct entity
-Improved behavior when physically parenting to vehicles such as seats

Update: 5 Apr, 2018 @ 2:51pm

V1.07.1 - fixed weirdness when physically parenting to a prop that has parented constrained entities attached to it