Garry's Mod

Garry's Mod

Draconic Base
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Update: Feb 11, 2021 @ 2:39am

NPCs, NextBots, Singleplayer Fixes, and more.
New Features
Weapon Base
  • NextBot support -- Primitive, dirty. But it works. Tested with Ivan04's NextBots.
  • NPCs now utilize weapon charging / ovecharges.
  • Added lowered crosshair mode (Draconic Menu -> SWEP Base -> Client settings). Disabled by default.
  • SWEP.LoweredVMPos -- Optional, post-offset for lowered crosshair.
  • SWEP.LoweredVMAng -- Optional, post-offset for lowered crosshair.
  • Added weapon glow settings: SWEP.Glow = true/false, .GlowColor = Color(r,g,b), .GlowBrightness, .GlowDecay, .GlowSize, .GlowStyle
  • Battery Base: SWEP.HeatRPMAlterThresholdMax = 1-100 -- The value at which the maximum effect of altering the RPM with heat can scale by, in heat percentage value, so a max/min RPM can be reached at 50% heat with this, or start altering at 30% and stopping at 60%.

Projectile Base
  • Added support for EMPs to be able to strip Ivan04's NextBot's shields

Fixes
Weapon Base
  • Fixed NPCs handling of battery-based weapons.
  • Fixed tracers not properly displaying in singleplayer or when weapons are in use by other players / NPCs. (holy shit finally)
  • Sort of got looping firing sounds to work for NPCs
  • Burst-fire weapons drawing bullets twice in local server/singleplayer.
  • Poseparameter related effects now work properly in singleplayer (pistol slides, charge effects, etc).
  • Fixed, broke, fixed again, broke once more, then fixed the TFA lean integration.
  • Fixed weapon kick in singleplayer.
  • Fixed an issue which made VManip incompatible. It works properly now.

Projectile Base
  • Fixed projectiles erroring out when attacker is nil
  • Fixed supercombine, sticky, explosions, etc on NextBots

Changes
Weapon Base
  • Completely redid projectile orientation system, the new one is a lot more optimized.
  • NPCs & NextBots now properly always have their shots originate from the weapon's "muzzle" attachment. This falls back to the old general front-spawn if it doesn't exist.
  • NPC "Burst" period is now automatically generated based on several weapon settings. It can still be manually defined to be overwritten, but you probably should let it do it on its own. It works really well.
  • NPC Burst now uses standard Source NPC burst systems, now that I know that's a thing.
  • Removed some old unused functions that sat around doing nothing but wasting space.
  • For weapons with a burst-firing mode, NPCs will automatically use it.
  • Battery Base: Converged PrimaryAttack function into a shared function from the gun base.
  • Made it so weapons / hands no longer change material to invisible when looking down a 2D scope, as it conflicted with too many addons to justify.
  • Battery base: Changed default SWEP.HeatRPMAlterThreshold from 50 to 0

Removals
Weapon Base
  • SWEP.NPCLoadingTime -- Removed. No longer needed. NPCs automatically use shotguns appropriately now.

Might be fixed, but no promises...
Ammo Station Base
  • Explosive ammo stations crashing servers when applying physics is MOST LIKELY fixed. Reason for uncertainty is that I tried something and I haven't managed to crash my game since then. But this issue was already very inconsistent as-is, so I can't be certain its fixed.

Known Issues with this patch
  • In multiplayer overcharge tracers are visible to other players, but not the user.
  • Looping sounds sometimes fail to stop when the user/npc dies while it is active. It's very annoying to accurately detect NPC deaths in relation to weapons.
  • Reload animations sounds sometimes play twice in singleplayer. It was this or break the animation manager in singleplayer.
  • Draconic weapons carried through a singleplayer level transition become nonfunctional. Still researching into this one.
  • VManip, when performing an event, will re-center the camera when using a lowered crosshair.

Update: Jan 17, 2021 @ 10:25am

all material proxies verified fixed now

Update: Jan 16, 2021 @ 9:13am

Quick hotfix:
- Fixed magazine scroll & magazine angle material proxies
- Made reticles stay centered when using sights

Update: Jan 15, 2021 @ 6:40pm

New Features
  • Battery base: SWEP.HeatRPMAlterThreshold = <number> (default: 50), the heat % from 0-100 of when the RPM should be modified, any heat % below this will be the default RPM.

Changes / Updates
  • Weapon Base: I learned that ToScreen() exists and used it to make crosshairs stay where the weapons are currently aimed.
  • Battery Base: "LowerRPMWithHeat" changed from a clamp to an interpolation. This allows weapon authors to increase the RPM of their weapon with its heat instead of just lowering it (user request). -- This will undoubtedly alter the performance of any existing weapons, sorry.

This update was semi-rushed so please inform me of any bugs.

Update: Jan 15, 2021 @ 6:39pm

New Features
  • Battery base: SWEP.HeatRPMAlterThreshold = <number> (default: 50), the heat % from 0-100 of when the RPM should be modified, any heat % below this will be the default RPM.

Changes / Updates
  • Weapon Base: I learned that ToScreen() exists and used it to make crosshairs stay where the weapons are currently aimed.
  • Battery Base: "LowerRPMWithHeat" changed from a clamp to an interpolation. This allows weapon authors to increase the RPM of their weapon with its heat instead of just lowering it (user request). -- This will undoubtedly alter the performance of any existing weapons, sorry.

This update was semi-rushed so please inform me of any bugs.

Update: Jan 12, 2021 @ 5:31pm

updated workshop icon

Update: Jan 12, 2021 @ 5:29pm

New Features
  • Weapon base: SWEP.Secondary.Disabled = true/false (default: false) -- Disables secondary functions of secondary attack & sights. Used to nullify mouse2 on weapons with no sights & only one attack.

Changes / Updates
  • Better detailed the HDR in the debug information, as it now displays both if the game is capable of using it as well as if the current map supports it.
  • Changed "Local / Listen server" to "Local or Multiplayer server" under Session Information in the debug information menu.
  • Added some new stuff to the "Debug information" screen of the Draconic menu.
  • Inspection menu now does not show stability rating if a weapon has no recoil (view getting changed after a shot)

Fixes
  • Fixed a rare issue where one material proxy's calculations would bleed into anothers.
  • Added a failsafe for the weapon swap animation hook for when a server desyncs the action of a weapon swap due to being overloaded, resulting in a false error.
  • Fixed projectile despawn causing warning errors on clients.

Update: Jan 8, 2021 @ 11:09am

New Features

  • Guns: New poseparameter, "drc_emptymag", used to easily add a drawn-back slide for any weapon which needs this effective which would otherwise require 3-4 custom animations.
  • Guns: New optional settings, SWEP.Primary.ReloadTime & SWEP.Primary.ReloadTimeEmpty -- Time (in seconds) it takes for a reload to put ammo in the weapon. If left undefined it will still just use the duration of the reload's full animation. Used for drc_emptymag poseparameters to actually trigger the slide to move forwards when reloading.
  • New material proxy: "drc_ReflectionTint_EntityColour" -- Reflection tint, but it blends automagically with the entity's set colour. Useful for general entities/NPCs that are colour-changed with the toolgun.

Update: Jan 3, 2021 @ 5:05pm

Changes
  • Made function "Returnkey" a global, so its now usable anywhere.


Fixes
  • Mostly fixed dynamic crosshairs not updating in singleplayer
  • Weapon base: Somewhat fixed looping reloads in multiplayer. It still fails to loop sometimes, but should most of the time now.

Update: Dec 15, 2020 @ 7:54pm

Hotfix: Health proxies can now target c_hands