Garry's Mod

Garry's Mod

Draconic Base
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Update: Jan 22, 2022 @ 5:31pm

Hotfix/ Minor Update
  • 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a player for sprays, which should counteract lua errors breaking the entire matproxy script in the event the player is no longer valid.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.

Update: Jan 15, 2022 @ 8:10am

Hotfix
  • 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.
  • Weaon Base: Made the default recoil values 0 to make it easier to make hl2-accurate weapons.

Update: Jan 10, 2022 @ 5:16pm

Hotfix
  • 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.

Update: Jan 9, 2022 @ 2:56pm

Hotfix: Fixed some stuff running before something else it needed was valid in low-tick server environments.

Update: Jan 9, 2022 @ 1:11pm

https://github.com/Vuthakral/Draconic_Base/wiki/Changelog:-Jan.-8th,-2022.-(1.0-to-1.01)

Update: Sep 18, 2021 @ 12:56pm

Hotfix: Fixed collision related issues (woops left something in the shared global lua when I was testing something)

Update: Sep 18, 2021 @ 12:55pm

Hotfix: Fixed collision overwrite (I left something in by accident oops)

Update: Sep 17, 2021 @ 8:08pm

aaaaaaaaaaaaaa the changelist is too long for Steam.

https://pastebin.com/25pxQnrS

Update: Jul 21, 2021 @ 2:41pm

hotfix: holy shit I fucked up bad, people can spawn regular weapons again now

Update: Jul 21, 2021 @ 12:25pm

What started as a hotfix that turned into massive rewrites & new features
  • Added / Brought back: Brought back viewmodel swaying aka pre-aim effect. Hopefully I actually did it right this time.
  • Added: Dynamic viewmodel rolling effect.
  • Added: new global function DRC_ParticleExplosion(ent, power, distance) -- Creates dynamic world-physics particles based on impacted surfaces from the origin over a distance. Size / velocity / lifetime / etc all automatically calculated by the power argument.
  • Added: Projectile Base - self.Explosive = true/false (default: true). Used to disable explosive behaviour of impact-based projectiles.
  • Added: Light projectiles make a little "plok" sound when whizzing into water
  • Added: Projectile base setting "ENT.RemoveInWater" = true/false | Removes the projectile on full submersion within water.
  • Added: Experimental first person mode (disabled by default) (can be found under SWEP base client settings). This is an experimental first person based on the player's eye position which features viewbob relative to your player's actual animations. This mode will never be made a default and will always remain optional. It has no guarantee for compatibility with other addons and at present I have no interest in making this work with every single other camera-altering addon out there because it's such a nightmare system to work with.
  • Added: Physics object pickup functionality change. Only while holding a Draconic weapon, to pick up a physics object you must hold your use key for 3/4 of a second. This is to remove the annoyance of physics objects being picked up when trying to melee / do lunge attacks.
  • Added: SWEP.CanBeSwapped true/false (default: true) (see below) (Battery base only)
  • Added: Battery based weapon swapping. When walking over/near battery weapons you already have equipped, if the one in the world has more ammo than the one you are holding a prompt will fade in saying "Press (your use key bind) to swap for <weapon icon>". If the weapon has SWEP.CanBeSwapped set to false, this prompt will not appear. The associated HUD elements colours are derived from the player's set energy / light colour.
  • Added: SWEP.PickupOnly = true/false (default: false) -- Makes it so a weapon has to be manually picked up, and drops when swapped off of. A NOTE OF CAUTION Due to how this system has to work, I had to write a custom spawn hook for this weapon type for Q menu spawning to work. This means that weapons flagged as this can be spawned by anyone in any gamemode where players have access to the spawn menu. It is for this reason I highly recommend marking these weapons as admin-only using the base value SWEP.AdminOnly = true.
  • Changed: Battery-based weapons will no longer auto pick-up if the player already has that weapon (see 2nd above).
  • CHanged: Altered bloom calculation across the entirity of the weapon base. Notable changes include the rate at which it accumulates, is lost, and sets on reload. The accumulation is much more realistically believable & generally a lot more useful to actually shoot with. The loss as well is marginally faster overall with less calls overtime which means it even runs smoother than previously. Lastly, in the previous version bloom was set fully back to 100% when finishing a reload. It has been buffed from 100% -> 25%, meaning instead of being wildly inaccurate if firing upon finishing a reload, you only sacrifice the perfect-accuracy shot rather than playing the pure RNG game.
    [*} Changed: Rewrote the viewmodel interpolation system... Again...
  • Changed: Projectile Base - Implemented DRC_ParticleExplosion() to automatically scale with explosive projectiles.
  • Changed: Ammo Station Base - Implemented DRC_ParticleExplosion() to automatically scale with explode pressure.
  • Semi-Fixed: Player colours now properly display in the Draconic Playermodel menu, but only if the material is already active in the world. Still trying to figure that one out.
  • Fixed: Draconic cubemaps now show their proper scaled preview in the Draconic Playermodel menu
  • Fixed: Projectiles now update to the impact position on impact instead of floating mid-air on impact.
  • Fixed / Changed: Altered behaviour of colour proxies for extended colours so they can be utilized on non-playermodels
  • Fixed: Reflection tint proxies are now handled per-entity rather than per-material. This fixes reflectiontint values being incorrect if two objects with one material exist in opposing light values.
  • Fixed: Projectiles with gravity disabled will no longer float freely when hitting deep enough water, as coming into contact with water enables it; causing them to sink or float depending on the entity settings.
  • Fixed: Recoil prediction for clients on servers -- guns no longer climb / misalign at insane rates in multiplayer.
  • Fixed: Ammo stations that require another entity near them now sort through data properly, meaning only the first type of that entity spawned is not considered above others. (This means you can actually spawn Draconic Halo plasma batteries now and they won't mess up the recharge station, for example.)
  • Fixed: miscellaneous non-gamebreaking errors that popped up when weapons were used by Nextbots
  • Fixed: Added a specific check for the Dark Souls 1 DrG NPCs in the NPC Death hook, since it does things its own way and gets around the standard checks.