Garry's Mod

Garry's Mod

Chuck's Weaponry 2.0
111개 중 91~100개 표시 중
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업데이트: 2015년 1월 17일 오전 5시 20분

업데이트: 2015년 1월 17일 오전 1시 01분

added cmodel manager to prevent memory leaks\nadded reloadAnimFunc, drawAnimFunc and renamed FireAnimFunc to fireAnimFunc (for consistency)

업데이트: 2014년 12월 26일 오전 5시 24분

fixed incorrect text positioning on attachment packages
fixed incorrect sound time formula
added breath holding - custom weapon makers don't have to do anything to make use of this, it's active by default when you activate aim breathing
added the ability to use key bindings as categories in the customization menu, head over to the wiki to see how it's done
added ammo types
added foley sounds to draw animations to some weapons

업데이트: 2014년 12월 25일 오전 10시 47분

added a missing rail texture

업데이트: 2014년 12월 25일 오전 7시 29분

업데이트: 2014년 12월 25일 오전 3시 54분

업데이트: 2014년 12월 25일 오전 2시 57분

fixed an issue with the customization menu (pressing and holding the context menu for a specified amount of time would open + close it)
fixed an issue with MuzzlePosMod not working (it was code that was commented out, whoops)
fixed misc attachments package for AK-74 saying it was a 'stocks' package
added SWEP.AimBreathingIntensity - integer/float, defines the intensity of the breathing camera movement when aiming, 1 is 100%, 1.5 is 150%, etc.; DEFAULT is 1
added SWEP.ReticleInactivityPostFire - disables reticles on holographic sights after firing for the specified amount of time
added a new library/class to register your own shells - CustomizableWeaponry.shells, head to the base documentation to see how it works
added the ability to make shotguns, head over to the base documentation to see how it works

업데이트: 2014년 12월 19일 오후 1시 16분

업데이트: 2014년 12월 14일 오전 8시 59분

fixed some issues with vehicles
fixed a few prediction issues with sounds when deploying a weapon
for devs/modders: added SWEP:RenderTargetFunc - here you can render RTs and more

업데이트: 2014년 12월 12일 오후 12시 34분

requested by SWEP makers:
added SWEP.AttachmentAngDependency - same structure and behavior as SWEP.AttachmentPosDependency, except instead of Vectors it uses Angles