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Changelog January 2nd 2024
Vuthakral edited this page Jan 2, 2024
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1 revision
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Internal: Finalized new function
DRC:RegisterCategoryIcon(<spawnmenu category name>, <path to 16x16 png file>)
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Internal: Added missing enum
MAT_WOOD_LOWDENSITY
to surface properties definitions. - Internal: Added the following globals:
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SNDLVL_TALKING
(80)
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SNDLVL_VEHICLE
(105)
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SNDLVL_ENERGYFIRESILENCED
(90)
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SNDLVL_ENERGYFIRE
(105)
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SNDLVL_GUNFIRESILENCED
(115)
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SNDLVL_GUNFIRE
(140)
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- Internal: Added a lot more categories to the "spawnmenu ignore list" for giving them a Draconic Base icon, to prevent those categories from wrongly getting it attributed to them if a Draconic weapon/entity is within them.
- Internal/Weapon Base: Fixed NPC damage scaling when hitting shielded targets.
- Weapon Base: Fixed regenerating ammo breaking after a level transition.
- Weapon Base: Fixed regenerating ammo, burst firing, melee attacks, and NPC firing breaking when reloading a HL2 save.
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Weapon Base: Added
SWEP.Primary.DamageNPC
(and Secondary/etc). Used for overriding how much base damage an NPC using this weapon should do. defaultnil
, and if left undefined will still just use the normal damage amount. - Weapon Base: Fixed VJ NPC support. Again. This time it required me to change how NPC weapons function entirely just to support VJ, so if anything is abnormal now please let me know.
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Weapon Base: Added
SWEP:DoCustomMeleeSwing(<table> swinginfo)
. Called whenever a melee attack is made. -
Projectile Base: Added decal override support for
ENT.OverrideBProfile
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Attachment Base - Bullet Profiles: Added
EvPHeadshots = true/false
. Default to false. Makes it so NPCs do not score headshot damage multiplier against players by default (HL2 accurate). -
Ammo Stations: Fixed use of legacy function (
DRCSound
->DRC:EmitSound
) - Ammo Stations: Went back and optimized a lot of now three-year-old code from before I knew what I was doing.
- Ammo Stations: Ammo stations now work with non-DRC weapons.
- Ammo Stations: Merged entities from the "Ammo Stations" addon, deleted the other addon. They are now included with the base.
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Material Proxies: Implemented a solution for making the
FakePSX
matproxy work on viewmodels & c_arms. -
Material Proxies: Fixed an oversight that the framerate value for
FakePSX
would influence other entities using the proxy as well.