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Changelog February 8th 2022
Vuthakral edited this page Feb 9, 2022
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- Global: Added a check for the ViableWeapons table in the event it somehow becomes undefined.
- Global: DRC.LightingInfo -> DRC.MapInfo
- Menu: Fixed the debug info lighting display to use a new block character since the previous one was seemingly removed from the game's font-set for DermaLarge.
- Menu: Renamed "Debug" to "Debug & Dev Tools"
- Menu: Added a "Map version" field to the Map Information section of the Debug Information subtab.
- Menu: Renamed "Debug Settings" tab to "Development Tools".
- Dev Tools: Fixed sights detection in the legacy assistant.
- Dev Tools: Added "Nuke Map" option. Breaks all props & kills all active NPCs.
- Dev Tools: Added "Show TraceInfo" which will show basic information about the entity the player is looking at.
- Attachment Base: Added missing material: MAT_WOOD_PANEL
- Weapon Base: Made interpolations use RealFrametime to fix interpolation speeds since I forgot it existed.
- Weapon/Attachment Base: Added "BurnDecal" to the Ammunition field for decals. This is a secondary decal application aimed at use for decals which fade out overtime.
- Projectile Base: Added support to pull the ImpactDecal & BurnDecal from the bullet profile of a Draconic weapon, if fired from one.
- Projectile Base: ^^ This also works properly between impacting projectiles & explosive projectiles. Impact-typed projectiles will create the decal upon impact while explosives will do traces around them to create decals on nearby sufaces.
- Material Proxies: Switched all calculations to use RealFrametime since apparently I forgot that was a thing.
Thanks to Dopey for helping me figure out why custom decals weren't working previously.