
We’ve always been impressed by Garry’s ability to iterate on the game and roll feedback from his community into the game so well. That said, it would have been pretty hard to predict the Garry’s Mod of 2019 back in 2004. So, on one hand, it wasn’t surprising that Garry started in a similar place that we did. Even in the early days of development, most of the experiments that people were running had the physics engine at its core. It felt like Garry’s Mod grew right out of that community after Half-Life 2 shipped.ĭid anyone at Valve have any idea the Source engine could be used the way it is in Garry's Mod? Are there any tools in GMod that surprised you to see?ĮJ: A lot of the identity of the gameplay of Half-Life 2 centered around physics. While having the code for Half-Life 2 out in the wild before the game was finished wasn’t a super positive experience for the team finishing the game, it's pretty cool to see what the mod community could get working with that unfinished codebase. I do remember there being a pretty significant, and somewhat underground, mod community that was working off of the Half-Life 2 source code leak from 2003.
Procedural holster animations for weapons without one are planned.You can call it any time using SimpleHolster() global function in your own scripts on the client.If you drop your weapon using a weapon dropping script, you'll probably automatically switch to holstered state.Weapon Holsters with Editor is recommended if you want holstered weapons on your playermodel.You can disable automatic ladder holstering in the settings, or using "holsterweapon_ladders 0".TTT compatible (will use stock TTT holster weapon, lmk if something doesn't work right.).Hasn't been largely tested in multiplayer, so bugs may remain.

If you do not have one, just press holster key to receive it. If you want a custom bind, open the console (SHIFT+ESC), run "bind h holsterweapon", and press H to holster/unholster.
