Garry's Mod

Garry's Mod

Glide // Styled's Vehicle Base
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Update: 21 Dec @ 1:35pm

- Make sure that all targets passed to network functions are players

Update: 19 Dec @ 12:02pm

(Change notes were delayed because Steam was having issues)

- Made some various experimental changes to reduce wheel physics lag, and to try to prevent motorcycles sliding sideways due to the driver "putting their leg down"

Update: 15 Dec @ 4:21pm

- Run vehicle spawn hooks instead of SENT hooks (Thanks, Vitroze!)
- More optimizations related to indexing entity tables
- WebAudio: Update KV parameters if/when they change (fixes changing the pitch of a engine stream preset via code not having a effect)

Update: 11 Dec @ 7:03pm

- Added a option to toggle if vehicles should auto-start when entering, and also, now you can hold ALT (your Walk key) to keep the engine on when leaving any vehicle type (Thanks, Flarky55!)

Update: 10 Dec @ 3:43pm

- Moved the ENT:SimulateHovercraft function from Glide // Styled's Experiments to the base addon

Update: 6 Dec @ 6:51pm

- Made wheels run touch functions on the entities they hit (Thanks, Vitroze!)
- Insurgent: Don't muffle first person sounds on exterior seats
- WebAudio: Ignore current vehicle when calculating room size
- Let engine torque have a greater effect on free-spinning wheels

Update: 3 Dec @ 12:52pm

- Tweaked solid flags for wheels (Thanks, Vitroze!)
- Don't spawn gibs for hidden wheels
- Try to fix an issue where ENT:GetWheelOffset was "lagging behind" the vehicle motion (especially noticeable on vehicles that use bone manipulation / pose parameters to move their wheels)

Update: 30 Nov @ 4:41pm

- Place default EngineStream offset at the middle of a vehicle's Z axis
- WebAudio: don't cut very high frequencies

Update: 30 Nov @ 7:05am

- Added tool: Bulletproof Tires
- Make WebAudio respect the volume console variable (Thanks, Flarky55!)
- Added line breaks to the end of ErrorNoHalt messages (Thanks, Flarky55!)

Update: 29 Nov @ 12:21pm

- Merge "hold" input action logic that was duplicated across some vehicles into a single system
- Added Glide.EXPLOSION_TYPE.FIREWORK (Only sounds for now)