Garry's Mod

Garry's Mod

Final Frontier
Showing 1-10 of 23 entries
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Update: 12 Dec, 2016 @ 3:15pm

Gamemode changes: {LINK REMOVED}
* Icon for piloting and weapons, and added medical bay
* Merge pull request #93 from CodedNil/master
* Added `ff_reset` server console command.

Material changes: {LINK REMOVED}
* New Icons
* Merge pull request #1 from CodedNil/master

Update: 13 Jul, 2014 @ 12:36pm

Gamemode changes: {LINK REMOVED}
* [Metapyziks] Default permissions rule now applies to doors and module hatches

Update: 13 Jul, 2014 @ 11:24am

Gamemode changes: {LINK REMOVED}
* Fixed skybox drawing to work for any universe size (Metapyziks)
* Changed info_ff_object, info_ff_sector and weapon_ff_repair tool to Entity Var (Michael Ortmann)
* Added prototype of viewing objects through windows (Metapyziks)
* Fix for possible screen error (Metapyziks)
* Unidentified flying objects and missiles now appear differently through windows (Metapyziks)
* info_ff_screen alarm networked data is now using Ent:NetworkedVar() (Metapyziks)
* Finished using NetworkVars for screens (Metapyziks)
* Added prop_ff_modulebase and modules now use data tables from networked vars (Metapyziks)
* Massive networked table overhaul, almost working (Metapyziks)
* Almost working... (Metapyziks)
* Finished rewriting table networking (Metapyziks)
* Fixed flare phase being ignored when drawing external objects (Metapyziks)
* Rooms no longer spark because of absent modules (Metapyziks)
* Fixed missile rotation (Metapyziks)
* Fixed an error thrown by the repair tool (Metapyziks)
* Slowed life support recharge rate (Metapyziks)
* Added individual multipliers for each module type when defining weapons, and a multiplier for personnel damage (Metapyziks)
* Fix for odd error thrown when calculating reactor power (Metapyziks)
* Possible fix for weird occasional error on game load (Metapyziks)
* Fix for possible error in sgui/transporter.lua (Metapyziks)
* Dirty hack to use EntityVars for players (Metapyziks)
* Removed debug print (Metapyziks)
* Added ff_spawn_weapon cheat (Metapyziks)
* Added player_class/player_ff_default.lua (Metapyziks)
* Fixed brief weapon switch when exiting a console (Metapyziks)
* Fixed a clientside console error from other players not having their data tables set up (Metapyziks)
* Fix for piloting error (Metapyziks)
* Repair tool now uses c_model (NightmareX91)
* Fixed possible error from the transporter GUI (Metapyziks)
* Fixed typo in weapons/base.lua (Metapyziks)
* Tweak to nwtable update rate (Metapyziks)
* Added two new weapon types (NightmareX91)
* Update empbase.lua (NightmareX91)
* Fix for possible error in weapon_ff_unarmed (Metapyziks)
* Update shieldbusterbase.lua (NightmareX91)
* Update thor.lua (NightmareX91)
* Update zeus.lua (NightmareX91)
* Disabled ships spawning with a weapon module (NightmareX91)
* Reduced module spawn frequency (Metapyziks)
* Added WPN.Frequency to specify how common a weapon type is (Metapyziks)
* Modules are now replaced by pure information when floating in the void of space (Metapyziks)
* Some optimisations to networked tables (Metapyziks)
* Loose modules now start with random damage again (Metapyziks)

Update: 11 Jul, 2014 @ 8:20am

Gamemode changes: {LINK REMOVED}
* Added Repair Tool
* Merge https://github.com/Elecner/finalfrontier
* Added copyright stub
* Merge pull request #84 from Elecner/master
* Added fix for possible error in sgui/lifesupport
* Some additional checks to account for networking unpredictability
* New missile navigation code prototype

Update: 10 Jul, 2014 @ 12:04pm

Gamemode changes: {LINK REMOVED}
* Added prop_ff_module:GetPlayerTargetedTile(ply=LocalPlayer())
* Added a check to eliminate a rare error in sgui/shields.lua
* Fix for stars apparently going through the ship
* Override sequences now start shuffled again
* Ships now have a maximum velocity because of the speed of light or something
* Added velocity indicator
* Added autoscan button to sensors
* Reduced cull threshold for stars

Update: 10 Jul, 2014 @ 9:08am

Gamemode changes: {LINK REMOVED}
* Started work on windows
* Additional check to eliminate a possible error
* Improved star rendering
* More IsValid checking
* Updated map to version with windows and ambient sounds
* Map update

Map changes: {LINK REMOVED}
* Started work on windows
* Fixed pilot's window and added ambient sounds
* Finished adding basic windows
* New map version (alpha 12)
* Removed ff_default.bsp

Material changes: {LINK REMOVED}
* Replaced temporary star texture

Update: 9 Jul, 2014 @ 6:10pm

Gamemode changes: {LINK REMOVED}
* Added some safeguards against invalid entities being used
* Renamed Matrix to Matrix2D to avoid a conflict
* A few additional IsValid checks

Material changes: {LINK REMOVED}
* Added temporary skybox and star for testing

Update: 9 Jul, 2014 @ 1:40pm

Gamemode changes: {LINK REMOVED}
* Removed debug print
* Increased engineering operations speed
* Module slots should be a bit more consistent about closed state

Update: 9 Jul, 2014 @ 1:04pm

Gamemode changes: {LINK REMOVED}
* Sectors now despawn faster to reduce debris counts
* Reduced shields needed to block enemy transport from 25% to 10%
* Disabled friendly fire to curb greifing
* Drastically reduced life support and shield power consumption
* Console sessions now have full permissions if their room has no existing players with the security permission

Update: 8 Jul, 2014 @ 2:49pm

Gamemode changes:
* Fixed transporter arrival effect not activating