Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Update: 11 Jul @ 9:39am

- Use a separate trace filter for wheels that ignores players
- Tweak how entities are hidden with Glide.HideEntity

Update: 7 Jul @ 7:40pm

- Use null material instead of transparent color when hiding entities, prevents drawing shadows from projected textures (Thanks, Flarky55!)
- Fixed some Turkish translation strings (Thanks, NovaDiablox!)
- Increased the Rhino's torque and brake power
- Tweaked tank torque distribution logic
- Moved some utility functions to sh_utils.lua

Update: 2 Jul @ 4:34pm

- Tweaked the Make Amphibious tool logic

Update: 2 Jul @ 4:03pm

- Added the Make Amphibious tool
- Tweaked boat engine logic
- Grouped/reordered some miscellaneous settings
- Fixed "primary" attack bind not working on aircraft

Update: 30 Jun @ 9:35pm

- The logic for synchronizing client-side modifiers has been rewritten
- Added the Engine Stream Chip - it is controlled with Wiremod
- Run a custom hook when a player loads
- Only let the driver perform some button actions, fixes passengers being able to toggle lights
- Applied some fixes related to single player - we can play the HL2 Campaign again

Update: 24 Jun @ 6:59pm

- Better way to override ENTITY:IsVehicle (Thanks, Astralcircle!)
- Config. is now loaded during the InitPostEntity instead of when the code runs
- Glide.Print now uses different colors depending on which realm it was called
- Renamed the Glide.InputCategories table to Glide.InputGroups
- The keyboard config. panel no longer has hardcoded keybind panels, it now generates those panels from Glide.InputGroups
- Added base vehicle function to choose which input groups to activate per seat: ENT:GetInputGroups( seatIndex )
- Added functions to add custom input groups and input actions: Glide.SetupInputGroup and Glide.AddInputAction
- Added a extension loader: After Glide is loaded, .lua files placed on lua/glide/autoload/ are included automatically. For more details, check the pull request here.[github.com]

Update: 15 Jun @ 2:54pm

- Use TraceHull for missiles, bullets and projectiles, so that they can hit parented contraptions (Thanks, Redox!)
- Fixed smoke particles being created ahead of Glide projectiles
- Some optimizations for weapon traces
- Added a custom entity iterator for loops, should fix some errors when wheels/seats are removed

Update: 9 Jun @ 7:02pm

Fixed a few bugs on the Wheel Editor tool:

- Fixed using the wrong entity modifier ID, fixes a issue where only the last wheel you modified was being saved.
- Fixed a issue where, if you use this tool on a vehicle, then change the wheel radius with the C menu, duplicating the vehicle would not have saved the wheel radius you had set.
- Use the trace provided by the tool instead of casting a custom one, fixes the tool not respecting prop protection addons.

Update: 9 Jun @ 8:39am

- Tweaked volume of a bunch of engine stream presets
- Fixed first person engine audio persisting after leaving the vehicle
- Use OBBCenter instead of GetPos on the exit check logic, fixes issues with some vehicles that have a very low model origin point

Update: 9 Jun @ 7:32am

- Use Wiremod formulas to convert Source engine speed to KMH/MPH
- Raised the max. gear number to 20, and max. gear ratio to 20.0
- Lowered the DifferentialRatio minimum value limit
- Tweaked the Hauler's gear ratios
- Tweaked suspension bottom-out prevention logic, try to prevent excessive bounce