Garry's Mod

Garry's Mod

Draconic Base
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Update: May 24, 2021 @ 12:51pm

oops I fixed it for fallback but not maps with actual cubemaps because I am dumb

Update: May 24, 2021 @ 12:31pm

oops I accidentally set the default cubemapmin to 1 instead of 0

Update: May 22, 2021 @ 10:01pm

Hotfix
  • Fixed how badly I screwed up most of the reflection tint material proxies (I was tired and stressed ok)
  • Made ScalingRimLight also now scale with the map's ambient colour average, since I have found out that this is something they also don't do.

Update: May 20, 2021 @ 10:25pm

hotfix: add server check for cubemap-detecting code

Update: May 20, 2021 @ 8:04pm

General update, fixes, and new features
New Features
General
  • Added "Fail reason" to the debug menu in regards to lightmap / cubemaps on maps.
  • Added "Draconic Base Colour" toolgun (found under "Render"), which can be used to set colours of players / ragdolls which utilize the extended colours.

Material Proxies
  • drc_EnvmapFallback -- (for how to use see wiki), define a cubemap & its extended settings to use in the event a map does not have any cubemaps. (fuctionality credit: Kinyom)

Fixes
Weapon Base
  • Fixed DoCustomPrimaryAttackEvents()

Material Proxies
  • Fixed cubemaps not scaling under certain conditions specifically on ragdolls.
  • Fixed LDRCorrectionMul & HDRCorrectionMul not scaling above a certain theshold.
  • Made drc_ScalingRimLight automatically adjust for HDR/LDR, after seeing it doesn't properly do this natively.
  • Player / NPC ragdolls that are models utilizing extended Draconic colours now apply their respective owner's colours on creation.

Changes
General
  • Added Kinyom to credits list for their contribution of code to detect a currently loaded map's cubemaps.

Material Proxies
  • Removed the need to target rimlightboost with drc_ScalingRimLight

Update: Apr 19, 2021 @ 10:37am

Hotfix
  • New function: GetSF2LightLevel(<number clamp min>) - Returns StormFox 2 light level. Optionally supply a number argument to clamp the minimum value it can return. Maximum 1. (user request)
  • Uncommented SF2 scaling for material proxies (woops lol)

Update: Apr 17, 2021 @ 1:59pm

Early attachment framework, bullet profiles, optimizations, misc fixes, enhancements, QoL #2
New Features
General
  • New server-side variable: "sv_drc_forcebasegameammo 0/1" -- Forces Draconic guns that utilize a custom ammo type to use a base-game defined ammo type; defiend in a bullet profile as "FallbackBaseAmmoType". This function is 100% intended for people who want to play with custom weapon packs through Half-Life 2 maps & mods.

Weapon Base

Functions
  • DRCAddAmmoType(table) -- See wiki for how to use. Easily add an ammo type to the game with one single function and not have to worry about another script getting in the way of yours.
  • SWEP:GetAttachmentValue(<attachment slot>, <value to find>) -- Returns a given stat of the currently-equipped requested attachment, attempts to pull from the base attachment if the value isn't found at first.

Material Proxies
  • Added "$compassSnap <degree>" to the compass material proxy logic, allowing for snapping of rotational degrees. Example usage: assault rifle compasses in the "Halo Weapon Collection" as "$compassSnap 45".

Fixes
General
  • Fixed occasional/rare lua error relating to DRCPlayGesture

Weapon Base
  • Weapon holdtype automatically fixes on lua reload now.
  • Crosshairs & spread now properly update in client realm on initial deployment (most of the time).
  • Fixed reload animations being called twice due to prediction, resulting in the reload sound(s) playing multiple times.
  • ^ This, but for manual reload looping.
  • Fixed weapons breaking entirely on a level transition.
  • Fixed weapons that only had burst fire as an option starting in semi-fire mode.
  • Found & fixed some more errors that can happen when a reload attempts to end while the player or weapon is no longer valid.

Changes
General
  • Made NPC damage scale relative to HL2 skill level setting & standard ~70% NPC damage reduction. (console command "skill <1-3>". The default value in Garry's Mod is 3, as far as I know. This can be overridden with the bullet profile system.

Weapon base
  • SWEP.Primary.Ammo is now only used if you want to not have any bullet profiles / ammunition types on your weapons. Please check the wiki for seting up bullet profiles at https://github.com/Vuthakral/Draconic_Base/wiki/Bullet-Profile---Ammunition-Modifier
  • Battery weapons now have their own ammo type: "ammo_drc_battery", which when given will display a warning message not to in the pickup text.
  • The Draconic Base itself attempts to prevent users from breaking their weapons when attempting to impulse 101 a battery weapon (though it's not always successful.)
  • SWEPs now set next primary / secondary attack relative to reloads after I found out some HUDs utilize this function for visual elements.
  • Refined a lot of math calculations related to firing weapons which should improve performance on lower-end or high-playercount servers.
  • Hitscan splash damage options (bullet profile system).

Projectile Base
  • Increased default interval for radial damage on projectiles.
  • Upped damage of default fire projectile to account for the above change, as it relied on the default setting.
  • Fire projectiles now leave scorch marks on the world.

Material Proxies
  • Made reflectiontint & rimlight proxies scale with StormFox2's altered map lighting systems with a minimum cutoff to prevent either being fully drowned out.

Known issues with this version
Weapon base
  • Chance that a weapon will have an incorrect viewmodel after a singleplayer level transition, fixed by reselecting the weapon. Still trying to figure out why this happens.
  • Toggling weapon sights while loading a weapon can sometimes jam or inverse the sights value. Reselecting the weapon can fix this issue. Still investigating.

Update: Mar 12, 2021 @ 12:45pm

Generalized hotfix & addon supports. wOS issues no longer persist. ArcCW heat/battery support in material proxies. Commented out a debug print I left in by accident.

Update: Mar 9, 2021 @ 11:26am

Small things, Minor fixes, QoL
New Features
Weapon Base
  • Added server variable "sv_drc_disable_crosshairs" (default: 0). Forcibly disables crosshairs for all players when set to 1.
  • Added server variable "sv_drc_inspect_hideHUD" (default 0). Disables the actual inspection menu from popping up. Intended for servers that utilize it for gameplay mechanics.
  • Added an automated "red X" system to show obstructed line of fire for thirdperson mods when using a weapon's sights. (Only tested with Gamechanger Thirdperson)
  • SWEP.Primary/Secondary.MeleeAct / MeleeActLunge -- See "Changes" section for the weapon base.

Functions
  • DRCCallGesture(player, gesture slot, activity, autokill) -- Basically just a premade function to network AnimRestartGesture.

Fixes
General
  • Fixed lua error when swapping to annabelle.

Weapon Base
  • Fixed interactions for overcharge mode "dualaction".
  • Fixed crosshair fadeout/fadein for standard non-image crosshair.
  • You can see other players performing a weapon melee attack now.
  • Fixed melee attacks being affected by FP movement scale. (mostly)
  • Fixed inspect holdtype for weapons that don't use passive-sprint.

Changes
General
  • Updated credits page of the Draconic Menu.

Weapon base
  • Guns: SWEP.Primary/Secondary.ReloadHoldType is now deprecated. It has been replaced with SWEP.Primary/Secondary.ReloadAct -- which are nil by default and weapons will play their default animation with them left undefined. The base has a system in place to get the relative activity for the holdtype in the old setting; but you really shouldn't use it. I won't maintain it, only the new system.
  • Melee Base: SWEP.Primary/Secondary.MeleeAct & SWEP.Primary/Secondary.MeleeActCrouch -- ^ same as above, but for melee attacks.
  • Changed one-handed gun melee from crowbar melee to grenade throw animation
  • Changed two-handed gun melee from shove to melee2 attack
  • Reload animation system is now networked, meaning reload animations will no longer fail to play seemingly at random.
  • Passive holdtype for magic & melee2 changed to knife, this also alters sprinting animations for weapons that utilize this.
  • Guns can now be pulled out of passive mode/the inspect menu by left clicking, with a 0.15 second delay before being able to fire for inspection mode, and 0.3 second delay before being able to fire for passive mode.

Update: Feb 11, 2021 @ 12:10pm

hotfix: I am bad at math (fixed heat rpm alteration)