Releases: timmybo5/simple-weapon-base
Releases · timmybo5/simple-weapon-base
sv1.1.0
sv1.0.1
sv1.0.0
The whole base has been rewritten from scratch for the new scene system, full multiplayer support.
However not all existing functionality is included in this rework, some things are missing but they will be remade in future updates:
- Attachments
- Physical bullets
- Object shooting support (e.g. rockets)
What's next? The next big release will bring back attachment support together with the in-game customization menu.
v7.0.0
Fixed:
- Player ragdoll not having clothing skin
- 2D scoping bugs
Improved:
- procedural walk animation while shooting
- mouse sensitivity impact
- More null checks
- Better bullet tracing checks
- Better bullet networking and simulation @Xenthio
- Attachment functionality
- Inventory scrolling order (SWB_HUD)
New:
- Weapon particle scaling options per view and world models
I started remaking SWB for the Scene system, this version will NOT work with the latest s&box version.
v6.0.0
Fixed:
- Viewmodel pixelated rendering issue
- Crouching during jump would increase accuracy
- Editor slider thumb offset
- Laser being blocked by triggers
Improved:
- Refactor player base interactions @Remscar
- Move non weapon logic out of swb_base @Remscar
- QOL demo weapon improvements @SplatzyXD
- Cleanup folder structure, files, and namespaces
- Reduce ActiveChild prediction warnings
- Reworked shotgun reloading mechanics
- Smooth crouching
- Weapon sprinting
- ModelEditor red centered dot
New:
-
ISWBPlayer
interface to support custom player bases @Remscar- More info here
-
Snipers rework
- No need to base on
WeaponBaseSniper
anymore to get sniper scoping - Animated 2d scopes
- Delayed scoping support
WeaponBaseSniper.ZoomInDelay
WeaponInfo.ScopedPlayerFOV
WeaponInfo.ScopedAimSensitivity
- Scope attachment support
AttachmentBase.OnZoomStart
AttachmentBase.OnZoomEnd
- Working example in
BodyGroupSight.HunterScope2D.cs
- New base methods
WeaponBase.OnZoomStart
WeaponBase.OnZoomEnd
- No need to base on
-
Modify the weapon spread during ADS
WeaponInfo.ZoomSpreadMod
-
Custom UI for attachments
AttachmentBase.CreateHudElements
AttachmentBase.DestroyHudElements
-
Working examples of bodygroup attachments
- new
BodyGroupSight
base - Check out the L96A1 & Deagle
- new
-
Included all uncompiled
.vmdl
files- Should increase clarity on how existing weapons are set up
v5.0.0
Fixed:
- Sbox update compatibility
Improved:
- Code quality
New:
BodyGroupAttachment
: A new base for bodygroup attachments- Use modeldoc for attachment placement
- Less code in your weapon attachment list
- A working example will be added in the next minor version release
ClipInfo.ShootEmptyAnim
: Animation used for shooting the last bulletPlayerBase.DoFallDamage(timeSinceFalling, velocity)
: Falling damage support, can be overridden to change the amount of damage done- All FOV settings are now moved to
WeaponBase.General
so that the values can be modified by attachments
v4.3.0
Fixed:
- Sbox update compatibility
- Stucking on curbs/steps
- CanDrop not having full control of dropping
- Deathmatch hud killfeed functionality
Improved:
deathmatch_dep
->deathmatch_hud
, it is no longer a requirement.
New:
- Muzzle smoke effect when shooting
- Custom ammo type support
- Bullet hit flinch
HitFlinch
is a new property onClipInfo
- Default value
1.25f
- The enemy will quickly flinch when shot
V4.2.0
Fixed:
- Empty weapons disappearing from inventory
- Rockets not working in water
- Sbox update compatibility
Improved:
- Crosshair style
- Base sound volumes
- Swimming (@Stromic )
New:
- Custom FOV support
FOV
now sets weapon FOV- Introduces
ZoomWeaponFOV
andZoomPlayerFOV
- Bullet penetration
- For now only water and glass
- Lag compensation for physical bullets
Extra:
- Pain day 4 preparation
v4.1.0
v4.0.0
Fixed:
- Various bugs
- Entity explosion sounds playing at map origin @Aspect12
New:
- Physical bullet support
- Easy to switch between hitscan and physical
- New ClipInfo property
BulletType
- Fast to add new types with new settings:
- Mass (grams)
- Drag (force)
- Velocity (m/s)
- Laser dot
- Follows viewmodel in firstperson
- Indicates where player is looking in thirdperson
- Walking increases spread slightly
- Cloths work in demo gamemode