Garry's Mod

Garry's Mod

Draconic Base
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Update: Dec 13, 2020 @ 6:09am

fucking LFS extension bullshit being stupid

Update: Dec 12, 2020 @ 2:04pm

New Features

  • LFS Extension script -- Early, work in progress, and nothing noteworthy.
  • Weapon Base: SWEP.Secondary.ScopeBlur = true/false (false default) -- Enables a radial blur effect outside of scope the 2D scope texture.
  • New material proxy: "drc_LL_HitPos" -- same as "drc_LL", but returns the hitpos of the LocalPlayer's view.
  • New material proxy: "drc_HealthBlend" -- drc_LL, but it scales with player / weapon owner's health.
  • New material proxy: "drc_ScrollHP" -- Mag scroll but with HP for playermodels / weapons.
  • New material proxy: "drc_RotateHealth" -- Mag rotate but with HP for playermodels / weapons.
  • Added "Debug" tab to the Draconic menu.
  • sv_drc_allowdebug 0/1 (default: 0)
  • Sleek Draconic themed weapon select/hover info box.
  • Weapon swap animation system. Will be detailed on the wiki. Allows playermodel authors to add animations for weapon switching.

Changes

  • Distant sound code rewritten to function off of the net library, which should be less network intensive than the previous imlementation.
  • Camera drag now automatically disables while idle if fps <15 due to it "flickering" at low framerates
  • Camera drag disables when sprinting
  • Debugging elements are toggled on/off from the ne Debug menu in the Draconic menu.
  • Debug crosshair can now be altered for various states to only show specific elements.
  • Projectiles now orientate along their velocity, if moving fast enough.

Fixes

  • Weapon Base: Lag compensation.
  • Weapon Base: Fixed animations overriding in singleplayer.
  • Battery Base: Fixed bloom score not updating when manually venting
  • Distant sounds that fail to play no longer produce a redundant lua error.
  • Projectile Base: fixed an issue which prevented ENT.Mass from applying.

Still Cannot Fix

  • Gun & Battery base: Effects & camera drag do not work/work properly in singleplayer because GetViewModel() returns the wrong viewmodel entity, and I was told that I'm just doing something wrong despite there being no way to even forcefully target the correct viewmodel entity in singleplayer.

Update: Nov 22, 2020 @ 6:02am

Hotfix: Disable camera drag when using weapon sights -- Temporary band-aid until I can figure out what causes the camera drag to start spazzing out at very low framerates, making it very hard to use weapon sights.

Update: Nov 20, 2020 @ 3:28pm

Added thirdperson checks for Enhanced Thirdperson & OTS Thirdperson.

Added failsafe for STP thirdperson.

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

Update: Nov 19, 2020 @ 7:35pm

I fixed something critically important and then fell asleep at my keyboard for two hours and forgot what I fixed. Last hotfix needed for a while hopefully.

Update: Nov 19, 2020 @ 4:50pm

hotfix for animations bugging out when not present in a model

Update: Nov 19, 2020 @ 4:13pm

oops

Update: Nov 19, 2020 @ 1:53pm

Hotfix: Added check for if simple thirdperson is enabled, since it does not override this base's calcview.

Update: Nov 19, 2020 @ 11:23am

New Features

  • Material Proxy: drc_LL "Light Level". (Used to scale the color of a variety of color tint parameters based on the median light level)
  • Added configureable interpolation speed to all material proxies as an optional material parameter: $<param>_ls (e.g. $cubemap_ls 0.5)
  • Added experimental view-dragging for unholstering, reloading, inspecting, and melee attacks.
  • Added support for walking & sprinting animations
  • Added SWEP.SprintPos & SWEP.SprintAng, which is used now instead of sprint inheriting from PassivePos/Ang
  • probably something minor I forgot to list while working on this
  • Added SWEP Base client settings for a global viewmodel offset for all weapons.

Update: Oct 17, 2020 @ 10:14pm

  • Added LDR/HDR compensation in reflectiontint proxies
  • Added inspection system for weapons (sprint + use + reload) to sbring up a screen that shows weapon statistics & adjusts the viewmodel position/angle. (user request)
  • some other shit I cant remember I've been coding for 19 hours straight. I'll detail it on the wiki eventually.