Garry's Mod

Garry's Mod

Draconic Base
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Update: May 4, 2020 @ 4:30pm

holy FUCK where do I begin
By saying this is a months worth of almost nonstop work and I didn't write down a single thing I did so I forgot a ton of what I did in that time, so bear with me on this, because there was a lot of work to go into having such a short changelog.

Fixes / Updates:
  • Idle animations are fixed. (Bugs: Overcharge weapons break this cycle for unknown reasons, melee idle cycle randomly stops working.)
  • Optimized overall base performance, both SWEP & Projectile bases.

New Features:
  • MELEE BASE REWRITE -- tl;dr: Only define hit activity as an impact animation. Melee attacks in DSB are now all swing-based, and have settings of StartX, EndX, StartY, EndY. Debug mode crosshair now draws a rough estimate of the path your attacks will travel. R, G, B : 1, 2, 3 : Primary, Secondary, Lunge. The side of the line with the larger coloured box indicates the direction the swing will start from. The "samples" take for the swing is relative to the server's current tickrate so it won't result in multiple hits when a server's performance may be tanking.
  • PROJECTILE BASE -- tl;dr: Added "supercombine" projectile type, and a bunch of settings for it. Will be detailed on the wiki later when I rewrite it. Added "fire" projectile type, which is honestly just used interally more than anything. If you want to make use of the primitive as all hell fire projectile type, just make your gun shoot the entity "drc_fire_small". If you're really intent on making your own custom fire, tear apart that entity.

As always, please report any new bugs that may have slipped by me in testing.

Update: Apr 4, 2020 @ 8:03pm

Hotfix: Battery base ammo no longer spastically jumps around as a client on a dedicated server.

Update: Apr 2, 2020 @ 12:52pm

Hotfix, with one tiny addition I had made already.

  • Fixes player speeds going at a million miles an hour after a level transition
  • Fixed a few once in a blue moon issues with projectile base

Added:
  • Added projectile explosion type "custom", which when the projectile explodes, runs function ENT:DoCustomExplode()

Update: Mar 11, 2020 @ 12:42pm

Small hotfix:

  • Fixed bullet base weapons playing firing sound twice on initial click (was caused by looping firing sound not having a check in place, resulting in it playing the sound twice.)
  • Fixed clients attempting to consume ammo (only server should) due to a bug that showed up from a chance a few patches ago.

Update: Mar 11, 2020 @ 10:23am

  • Recoded burst firing as it was bugging out for unknown reasons specifically on the battery base

Update: Mar 9, 2020 @ 9:17am

Just a small little hotfix of things that don't need to be held back until the next major update:

  • Distant sounds on guns are 100% fixed. Distant sounds on projectile explosions work again, but only when the projectile is within a rendered visleaf of a client. Still investigating.
  • Weapons which only have a single firing mode can no longer have a firing mode switch / sound triggered
  • Switching firemodes now displays the mode switched to in on-screen text in multiplayer properly (presumably.)
  • Fixed weapons playing a firing sound twice on initial fire / individual click.
  • Fixed the delay between burst fire shots so that it can no longer be rapid-fired.

Update: Mar 5, 2020 @ 2:35pm

FINAL OOPS FOR REAL THIS TIME AAAA

Update: Mar 5, 2020 @ 2:29pm

oops(1)

Update: Mar 5, 2020 @ 2:26pm

oops

Update: Mar 4, 2020 @ 4:30pm

uuuuuuuuuuuuuuu I forgot to write down what I was working on

Here's what I remember doing:

  • Added material proxy "drc_ReflectionTint". Set resultvar to $envmaptint. Adds VMT parameters (required) $cubemaptint & $cubemappower
  • Added a workaround for distant sounds on projectiles. This may or may not work online; it should though.
  • Added a new level of debug mode, as well as a new debug element. There is a spread cone visualizer at debug level 1, debug level 2 shows only the spread cone.
  • >> Inner green circle: absolute minimal spread (standing still / crouched / using sights exclusively)
  • >> Inner yellow-green circle, minimal spread (general)
  • >> Big white circle, maximum spread (still)
  • >> Big red circle, maximum spread (moving)
  • >> two blue circles; one bright one dark, visualizer to show current "bloom score"
  • added self-check for lua explosive projectiles so they will not fling projectiles of the same class if gravity is disabled, to avoid wacky physics of chained objects.

that's all I can remmber at the moment sorry I've been overswamped with work to do nonstop for the past week and a half and I've had this update mostly ready for several days now.