AW: Der wirklich allgemeine Thread
AW: Der wirklich allgemeine Thread
Isolierband? :O
Schrumpfschlauch is your friend! :3
AW: Der wirklich allgemeine Thread
Das ist dieses Klebeband, dass sich fälschlicherweise Isolierband schimpft.
AW: Der wirklich allgemeine Thread
Sleeves sähen auch bestimmt geil aus:
AW: Der wirklich allgemeine Thread
Grade eben ist ein neues GMod Update rausgekommen aber ich warte noch seelig auf den Changelog auf www.garrysmod.com Auf jeden fall sieht der neue Hintergrund geil aus in GMod. Und die Favourite Funktion wurde hinzugefügt wie in der Beta schon zu testen war.
AW: Der wirklich allgemeine Thread
Ich denke eines der Hauptänderungen wird das hier sein:
http://www.garry.tv/?p=1198
AW: Der wirklich allgemeine Thread
Zitat:
Zitat von
monky2k6
Gut zu wissen aber für mich eher uninteressant.
Ja er ist das:
Spoiler:
Changelog vom Update (lang) O.o
Garry’s Mod Update #72 has arrived. Quite a few additions and changes are being made with this update. This includes Jinto’s renders, Networked Vars as well as the most noticeable change- the new menu background when you start GMod. A few days ago we announced that Garry was looking for a replacement image. The selection has been made and it’s included!
Code:
New menu background
Added Sobel post process shader
Added map favourites (right click on a map)
Added more sounds for thrusters
Added ‘magic’ thruster effect
Fixed thruster rings being drawn off center
Switching into noclip mode is now predicted
Increased physics max velocity
Increased max physics collisions before freezing
Reduced thruster volume
Fixed voice panels showing after the player has left the server
Fixed mp_falldamage not working
Fixed broken interpolation with host_timescale
Fixed UniqueID sometimes being wrong
Removed npc_speakall server crash command
Fixed objects dropped by gravgun death having no collision
Fixed 3D particles being drawn off center
Fixed SendUserMessage() not accepting boolean data type
Player:SteamID() & Player:UniqueID() now shared
Added Data Table variables
Added render.PushCustomClipPlane( vector, distance )
Added render.PopCustomClipPlane()
Added render.EnableClipping( enabled )
Added render.SetStencilEnable( enabled )
Added render.SetStencilFailOperation( stencil operation )
Added render.SetStencilZFailOperation( stencil operation )
Added render.SetStencilPassOperation( stencil operation )
Added render.SetStencilCompareFunction( stencil function )
Added render.SetStencilReferenceValue( value )
Added render.SetStencilTestMask( value )
Added render.SetStencilWriteMask( value )
Added render.ClearStencilBufferRectangle( left, top, right, bottom, value )
Added render.ClearStencil()
Added render.ClearBuffersObeyStencil( r, g, b, a, depth )
Added render.PerformFullScreenStencilOperation()
Added render.FogMode( fog mode )
Added render.FogStart( start )
Added render.FogEnd( end )
Added render.SetFogZ( height )
Added render.GetFogMode()
Added render.FogColor( r, g, b )
Added render.GetFogColor()
Added render.GetFogDistances()
Added render.FogMaxDensity( density )
Added render.CullMode( culling mode )
Added render.ResetToneMappingScale( float )
Added render.SetGoalToneMappingScale( float )
Added render.TurnOnToneMapping()
Added render.SetToneMappingScaleLinear( vec )
Added render.GetToneMappingScaleLinear()
Added render.SetScissorRect( x, y, width, height, enabled )
Added Entity:SetRenderClipPlane( vector, distance )
Added Entity:SetRenderClipPlaneEnabled( enabled )
Added mesh.Begin( primitive type, primitive count )
Added mesh.End()
Added mesh.AdvanceVertex()
Added mesh.Position( position )
Added mesh.Normal( normal )
Added mesh.Color( r, g, b, a )
Added mesh.TexCoord( stage, u, v )
Added mesh.Specular( r, g, b, a )
Added mesh.TangentS( tangent )
Added mesh.TangentT( tangent )
Added mesh.VertexCount()
Added mesh.QuadEasy( vPos, vNormal, fWidth, fHeight, color )
Added mesh.Quad( v1, v2, v3, v4, color )
Added resource.AddSingleFile( filename )
Added material:GetMaterialVector( string )
Added material:GetMaterialMatrix( string )
Added material:SetMaterialMatrix( string, vmatrix )
Player:IsBot() is now shared
Added Entity:GetRenderGroup() (clientside)
Added Entity:BodyTarget( vector, bool )
Added Entity:HeadTarget( vector )
Added CUserCmd:SetButtons( int )
Added CUserCmd:GetButtons()
Added Vector:Length2D()
Added Vector:LengthSqr()
Added Vector:Length2DSqr()
Added Vector:Zero()
Added physenv.GetGravity()
Added physenv.SetGravity( vec )
Added physenv.GetAirDensity()
Added physenv.SetAirDensity( float )
Added physenv.GetPerformanceSettings()
Added physenv.SetPerformanceSettings( table )
Added NPC:SetCurrentWeaponProficiency( int )
Added NPC:GetCurrentWeaponProficiency()
Added Entity:GetMaterialType()
Added Weapon:GetNextPrimaryFire()
Added Weapon:GetNextSecondaryFire()
DPanelList now skips hidden panels
Added GM:PreDrawSkyBox()
Added GM:PostDrawSkyBox()
Added GM:PreDrawOpaqueRenderables( bDrawingDepth, bDrawingSkybox )
Added GM:PostDrawOpaqueRenderables( bDrawingDepth, bDrawingSkybox )
Added GM:PreDrawTranslucentRenderables( bDrawingDepth, bDrawingSkybox )
Added GM:PostDrawTranslucentRenderables( bDrawingDepth, bDrawingSkybox )
Trace tables now contain “HitTexture”
Fixed STNDRD
Added RunStringEx( strCode, strInformation )
Added Entity:GetCycle()
ents.FindByClass now supports trailing wildcard on client
Entity:SetVelocity() is now shared
Entity:SetLocalVelocity() is now shared
Entity:SetGroundEntity() is now shared
AW: Der wirklich allgemeine Thread
Der neue Background sieht irgendwie seltsam aus. Er passt meiner Meinung nach nicht zu GMod. Ich finde, so etwas wie Mitsumas Background wär was für GMod.
AW: Der wirklich allgemeine Thread
Ich hau mir auch einen anderen rein.
Ich find den mit dem Auto wo Leute von L4D, HL2 und TF2 dranhängen klasse :D
AW: Der wirklich allgemeine Thread
Hab' gerade gehört, dass ein kostenpflichtiger Patch für MW2 für PC rauskommt? Ist da was dran?