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Hotfixes & updates from January 9th to February 5th
Vuthakral edited this page Feb 5, 2022
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- Hotfix: Fixed some stuff running before something else it needed was valid in low-tick server environments.
- Fixed an issue with weapon firing sounds not playing for certain players (weird af)
- Fixed material proxy drc_ScrollMag scaling so it's entity-specific
- Temporarily made crosshairs center screen static only until I can figure out why they're suddenly lagging behind.
- Fixed some stuff with the spray matproxy.
- Material Proxies: Fixed Stormfox compatibility for material proxy scaling
- Material Proxies: Fixed DRC spray stuff (finally)
- Draconic Menu: Fixed "local light level" display in the debug menu.
- Global: Added table DRC.LightingInfo -- contains various bits of lighting info about the map currently loaded.
- Weaoon Base: Made the default recoil values 0 to make it easier to make hl2-accurate weapons.
- Global: Added another redundancy check for the spray caching system.
- Global: Added table DRC.GamemodeCompat -- disables or tweaks certain functionalities of the base to be compatible with a gamemode. Currently this just disables the custom code for physics object pickup while a drc weapon is equipped.
- Weapon Base: Fixed animation reset-desync for manual load after reloading empty.
- Weapon Base: Added native TTT supports.
- Weapon Base: Changed the default contact information to my Discord server.
- Material Proxies: Made weapons pull from a preset entity of a player for sprays, which should counteract lua errors breaking the entire matproxy script in the event the player is no longer valid.
- Attachment Base: Added "HitboxDamageMuls" to the Bullet Table. Scales damage multiplicatively by hitbox for players & NPCs.
- Global: Added EVEN MORE redundancy checks for the spray caching system. I HOPE this actually solved the lua error when joining a server everyone seems to be so "it's the end of the world!" about.
- Global: Added DRC.Calcview table -- this contains four items in order of: Camera position, camera angle, the hitpos of the player's shooting position, and the screen position of the hit position. Respectively, these are named "Pos", "Ang", "HitPos", and "ToScreen".
- Global: Added DRC.Skel table -- This is a table which can be altered by anyone to add support for hiding limbs in the experimental first person mode. Not fully developed yet, but is in a usable state. Print this table to see how it works.
- Global: Added DRC.MaterialCategories table -- This is used internally as part of the automated particle effecs system. Contains three subtables: "Stone", "Metal", and "Dust". More to be added in the future when I have time to develop this system.
- Global: Added serverside console command drc_reload which reloads all the scripts for the Draconic Base. This was admittedly added mainly for myself because I was very tired of manually reloading a ton of scripts when changing one due to intertwined values. This script will print the player who attempts to call this, or if it is called on a server it reports that it was run on the server itself. Requires :IsAdmin() to pass when called by a player.
- Draconic Menu: Added a footnote to the "Colours" tab about how the clours only update when you respawn. (I still plan to later have a live update system but need to think on ways to make it server-host friendly)
- Crosshairs: Fixed dynamic crosshair placement. (Thank you to Yurie on the TFA Discord for informing me as to why my previous method was no longer working)
- Projectile Base: Fixed a serverside function sometimes getting mistakenly called on client.
- Projectile Base: Changed an IsValid method internally which was previously causing an error in very specific instances.
- Weapon Base (Melee): Added lua functions DoCustomLunge(), DoCustomPrimary(), DoCustomSecondary()
- Weapon Base: (it's actually global but nobody would read this otherwiese) Fixed the issue of firing sounds only playing on a server tick for clients.
- Weapon Base: Fixed an oversight which wouldresult in NPCs trigger custom lua every time they attempt to fire a weapon (even when it can't be fired).
- Weapon Base: Made weapon poseparameters interpolate using non-frame-relative values now, so they won't appear "slow motion" at low framerates any longer.
- Weapon Base: Made weapon offsets & dynamics interpolate using non-frame-relative values now, so they won't appear "slow motion" or linear for players on servers.
- Weapon Base: Fixed passive switch running twice due to prediction. Now behaves normally.
- Attachment Base: Added missing material type MAT_DEFAULT_SILENT (where the hell is this used?)
- Material Proxies: Added a a check for if MapAmbient & MapAmbientAvg becomes undefined somehow, redefining itself if the case is so.
- Material Proxies: Added new material proxy drc_Blink -- frame-animation blinking aimed at older-gneration game models with sprite/hand-drawn blinking animations. Define drc_Blink{} in your proxies and set $drcframes in your material to the number of frames in your animation. Optionally defined $drcfps to tell it what framerate to animate at (default 80).
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- Various bits of cleanup in removing old / unused code.