Garry's Mod

Garry's Mod

TARDIS
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Update: 21 Nov, 2014 @ 7:42pm

Vastly improved collisions[github.com]

Fixed a texture glitch behind the doors. Fixed #16[github.com].

Update: 28 Oct, 2014 @ 12:41am

Fixed button system, model changes[github.com]

Interior door sticker/sign now matches exterior. Fixed and implemented 'double trace' from legacy (properly this time). Going into a tardis while inside a tardis now works better. Added a basic clientside sprite test (thank you vcmod for basic method). Players can now exit using Alt-E on the door instead of interior. Parts system now generates actual entities using base classes instead of using hacky table merging techniques. Fixed bug with multiple TARDISes breaking parts. Updated interior door frame uv wrap and texture.

Update: 17 Oct, 2014 @ 5:23pm

Added part system back-end[github.com]

Sign on exterior is now lit by default matching interior doors (will add st john sticker soon). Interior doors are now serverside and have proper collision (uses new part system). Enabled popular double trace feature from legacy. Added ShouldThink hook for various things to try and improve performance for people not in the interior. Added parts system which is a vast improvement on the old version from legacy and includes such things as dark magic, automatic optimisations and a plugin style layout. A test button has been included somewhere on the console. Removed the 'secret wall'.

Update: 5 Oct, 2014 @ 6:12pm

TARDIS:

Lots of model changes[github.com]

Netwrapper now handles entities differently to compensate for clients not always having the entity when one is sent. Moved models into models/drmatt/tardis/exterior and /models/drmatt/tardis/2012interior. Materials have been moved similarly. The interior can no longer be seen if the tardis is pointing at the sky, should also slightly increase framerate. All materials are now packed with the addon, legacy tardis no longer required for exterior materials. Updated materials with Benjas latest. Added test texture for door, marking the beginning of interior texturing.

World Portals:

wp.drawingent is now valid during portal drawing[github.com]

This is useful for various things.

Update: 5 Oct, 2014 @ 7:13am

Updated models[github.com]

Repositioned and resized portals on exterior and interior. Adjusted interior to work with new portal position. Exterior now has black walls on the inside so you can't see through it by looking at a very high angle very close to it. Added cool colour changing effect to the screens because why not.

Update: 30 Sep, 2014 @ 1:32pm

Hotfix for networking error

Update: 30 Sep, 2014 @ 12:46pm

TARDIS:

Improved doors and fixed multiplayer networking[github.com]

Optimised ENT:DoorOpen() and added the function to the interior. Switched networking to use entity indexes rather than actual entities, fixing issues where the client had not yet initialized the entity. Portal no longer renders behind a closed door in the interior (like on the exterior). Updated interior model to include frame around interior doors.

World Portals:

View roll is now smooth[github.com]

It works like portal when you go into an sideways/upside-down portal.

Update: 27 Sep, 2014 @ 10:11pm

Doors now work from the inside

New clientside model merges with portal view on exterior and shows on
interior. Visible line from the outside though, looking into it. The two
screens have been 3D2D'd and nearly ready for action. They have a test
screen on them at the moment. Slightly adjusted collision model for
interior.

Update: 30 Aug, 2014 @ 4:39am

Updated interior model and fixed view roll bug. Unfortunately this means that entering a rotated tardis no longer looks as smooth, but this can be fixed with a transition from the initial roll value to 0, as is done in portal itself.

Update: 30 Aug, 2014 @ 3:20am

Hotfix: Reverted interior movetype, fixing interior collision with other props.