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Changelog May 17th 2023
Vuthakral edited this page May 17, 2023
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1 revision
- Internal: Fixed an issue where the Draconic Menu's c_arm selection system didn't account for cl_playerhands being set to a blank string, fixing a conflict with the "Enhanced Playermodel Selector" addon.
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Internal: Added a "convert from" mode for
DRC:ConvertUnit()
, automatically handled. -
Internal: Added support for "halo" conversion type in
DRC:ConvertUnit()
to automatically convert Halo units to Hammer Units. - Internal: Added IsValid checks for the clientside light glow rendering of Draconic SWEPs.
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Internal:
DRC:GetBaseName()
can now returnma2
for Mech Assault mechs. -
Internal:
DRC:Health()
now also accounts for parent entities, allowing it to properly work when targeting the seats of a scripted vehicle/entity base. -
Internal: New lua functioon
DRC:GetName(ent, fallback)
-- Used to reliably pull a string name from a given entity. Still working out support for all the various bases out there (aka simfphys). Thefallback
variable is optional, and used to provide a fallback string in the event this function is not able to retrieve the entity's name. -
Internal: New clientside table,
DRC.HudAnchors
. Precalculated x/y positions for HUD development. Anchors areTL, T, TR, L, C, R, BL, B, BR
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Internal: New clientside lua function
DRC:DrawCroppedRect(material, vector position, vector scale, table UV coords, colour)
. -- Wrapper for surface.DrawTexturedRectUV to save my sanity. - Internal/Shields: Fixed damage bleedthrough on shields (side effect that the shield deplete effect will trigger twice. Still trying to figure out why this happens.)
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Internal/Shields: Added
ENT:DoCustomShieldHit(dmg)
andENT:DoCustomShieldPop(dmg)
support so that developers can make their entities, vehicles, and NPCs integrate with the shield system. (User request) - Internal/Weapon Base: Added "smooth" value to crosshair values for png crosshairs, helping low-resolution crosshairs appear less blocky.
- Internal/Weapon Base: ^ This, but scope elements.
- Internal/Weapon Base: Fixed viewmodel sway choppiness.
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Weapon Base/Attachment Base: Added support for setting the HullSize of bullets by using the
HullSize = <value>
value on the bullet profile attachment type. -
Weapon Base/Attachment Base: Added support for
HullDamage
, with a default value of 0.25 which makes hits which only hit because of the hull size do 1/4 damage aka limb damage. This is because shots which miss but hit from being within the hull of the bullet will deal a flat damage amount, resulting in a ton of extra damage when hitting the space around hitboxes such as limbs, where damage should not be full. - Weapon Base: Default HullSize of bullets is now 1, after having put up with years of people with bad aim playing on 12-tick servers complaining about "bad hit registration". This will hopefully let you cope even harder.
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Material Proxies: Fixed
drc_ScalingRimLight
.