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addons/tfa_base/CHANGELOG.md
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addons/tfa_base/CHANGELOG.md
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# This is an archive of changelog messages from `tfa_loader.lua`. For proper changes list refer to the Git history.
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## 4.7.1.0
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* Fixed bullet force value being completely ignored in favor of autocalculated one
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* Various inspection menu improvements (localized weapon type, multiline description with word wrap)
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* Fixed attachments not syncing properly from NPCs and other players
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* Fixed skins not updating on worldmodels
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## 4.7.0.5
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* Fixed attachments not being synchronized properly from server in multiplayer
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## 4.7.0.4
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* Updated low and last ammo sounds, added more types (including unused ones, examples are in the weapon template) and improved autodection.
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## 4.7.0.3
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* Fixed legacy weapons patcher giving an error when weapon's code couldn't be read
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## 4.7.0.2
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* Fixed ironsights position evaluator generating errors in some cases
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* Fixed flat reticle not being scaled by screen height when it's not scaled by aim progress
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* Added chat reminder to clueless users who only installed the base without any weapons
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## 4.7.0.1
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* Added TFA_Bullet_Penetrate hook
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* Fixed 3D scoped weapons being zoomed in too much
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* Fixed ironsights toggle convar not working properly
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## 4.7.0.0
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* Semi-Breaking change: Implemented gun revision tracking (but should be backward compatible)
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* Tickrate independent RPM (for all your roleplaying at 10 ticks needs)
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* Stencil sights native support (with 2D, model and quad reticles)
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* Ironsights position resolver (WIP)
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* Additional SCK features (translucency workaround toggle and attachment parent point)
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* Weapons now emit sound hints (for engine NPCs)
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* Primary.DisplaySpread / Primary.DisplayIronSpread toggle
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* Spread recovery delay (per weapon, not present by default)
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* Default attachments option (equipped on deselect)
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* Various fixes, QoL changes and improvements (check commit history on GitLab)
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* Expanded documentation (lua/tfa/documentation and template)
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## 4.6.1.1
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* Fixed idle animation not updating correctly for ironsights
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* Fixed inspection screen not appearing in some circumstances
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* Improved flashlight toggle prediction
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* Fixed some grenades throwing an error if "ready" animation is missing
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## 4.6.1.0
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* BaseClass tables are now unpacked to current weapon class (fixes TFA NMRIH Chainsaw)
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* Reorganized weapon base files
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* Added responsive ironsights mode (click to toggle, hold to hold)
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* Fixed being unable to reload if timescale value is too high
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* Fixed centering of triangular crosshair
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* Range is now converted to LUT automatically, removed legacy range option
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* Fixed damage falloff range display
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## 4.6.0.7
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* Fixed crouching state not being recognized without holding a key
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* Fixed bullet ballistics. Again.
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## 4.6.0.6
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* Added viewmodel viewpunch toggle settings
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* Fixed crashing when addons call SWEP:Initialize out of order
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* Fixed bullet ballistics for NPCs not working
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* Fixed procedural reloads
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* Sped up ironsights/scope FOV change
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## 4.6.0.5
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* Added a workaround for old weapons that override SWEP:Think function without baseclass call
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## 4.6.0.4
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* Fixed nZombies weapons sharing ammo types
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## 4.6.0.3
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* Fixed viewmodel snapping to idle position on procedural holster end
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## 4.6.0.2
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* Fixed nZombies compatibility (only original nZ version was tested)
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## 4.6.0.1
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* Fixed shotgun spread not working properly with ballistics enabled
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* Fixed some weapons failing to initialize missing attachments table
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* Fixed DoAmmoCheck error when weapon stripping is enabled
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## 4.6.0.0
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* HUGE optimization and prediction improvements
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* Better recoil and viewpunch, all configurable
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* New nearly-empty (and empty) magazine click sounds
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* Proper NPC support (custom tracers/projectiles, random attachments)
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* Redone Inspection GUI (scaled fonts and elements, hooks, overrides)
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* Improved damage falloff (LUT falloff with variable calculation methods)
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* ADS reload animation support (like in CAWODOOTY! favorite gaem!!!)
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* Hybrid blowback animation (allowing model animation to play)
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* Crouched viewmodel offset position
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* Full sequence-based weapons support
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* Silenced empty/last fire animation support
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* Each animation can contain values for each case (like in SWEP.PumpAction, etc)
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* New viewmodel position/angles interpolation techniques
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## 4.5.8.0
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* Added material proxy for tinting envmaps with ambient lighting (TFA_CubemapTint)
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* Added option to debug currently playing anination (Admin-only)
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## 4.5.7.1
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* Fixed networked menu not working in Local/P2P servers
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## 4.5.7.0
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* Added localization support. English and Russian locales are bundled by default.
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* Fixed weapons not spawning in TTT (by Anairkoen Schno)
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* Blocked new ammo pickups (SMG grenades) from being pocketed in DarkRP
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## 4.5.6.0
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* Added ammo entities for SMG grenades (1 and 5 grenades for small and large pickups)
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* Server settings menu now work in multiplayer (rewritten to use networked controls)
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## 4.5.5.1
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* Fixed non-ballistics bullet tracers for akimbo weapons
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* Added bash damage display to inspection screen (when available)
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## 4.5.5.0
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* Added TFA_BulletPenetration hook, called when bullet hits/penetrates a surface
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* Reverted ironsights FOV compensation changes - new compensation only applies to viewmodels now
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* Exposed more variables to stat cache (various sounds, sck elements bodygroups)
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* Fixed performance degradation when player holds a non-TFA weapon in singleplayer
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* Added muzzleflash smoke toggle convar (Q -> Options -> Performance -> Use Muzzle Flash Smoke)
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## 4.5.4.0
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* Started work on new RT scope attachment base
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* Fixed silenced weapon shaking when Siminov's SWEP packs are installed
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* Added toggle for melee door destruction
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* Fixed customization keybind not opening the menu
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* Fixed viewmodel floating away with low MoveSpeed values
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* Fixed ironsights FOV compensation to be more consistent on all FOV values
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* Added SWEP.IronViewModelFOV parameter - SWEP.ViewModelFOV will be set to this when aiming down the sights
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## 4.5.3.1
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* Added icons for ammo entities
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## 4.5.3.0
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* Fixed presets in settings menu not working
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* Various Lua animation fixes
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* Added customization menu idle animation (and transitions) support
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## 4.5.2.0
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* Added keybinds! (Menu can be found at Q -> Options -> Keybinds)
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* Added looping fire support
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* Fixed shell casings scrape sounds (huge thanks to gmod_silent material for not working properly!)
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## 4.5.1.1
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* Fixed bugs with level transition and for bullets fired after player's death
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* Fixed looped fire sounds not working properly in P2P/listen servers
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## 4.5.1.0
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* Flashlights rework: added support for QC attachments of SCK elements and custom on/off sounds
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* Added TFA.AddSound function (simple wrapper for sound.Add)
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* Looping fire sound now updates correctly if changed while playing
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## 4.5.0.3
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* Fixed resetting viewmodel skin after switching weapon
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* Fixed Ironsights DoF blurring whole screen for 2D-scoped weapons
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* Fixed ballistics ConVars (dev branch is now safe to use again)
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## 4.5.0.2
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* Fixed the bug with first spawned weapon after map load not working
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## 4.5.0.1
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* Inspection VGUI now doesn't block the screen with mat_dxlevel < 90
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* Ironsights convar now works properly again
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* Base explosives now can have custom bounce sound (ENT.BounceSound)
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* Crysis-like triangular crosshair, can be enabled in the "HUD / Crosshair" section
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## 4.5.0.0
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* Weapons can now have a working flashlight
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* Changed laser dot to appear as projected texture
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* Added attachment callbacks
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* Safety position is now separated from sprint one
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* Melee blocking works again
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* Base explosives now properly damage helicopters and gunships
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* Added jamming mechanics
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* Added CS:GO-like low ammo sound effect
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* Added bodygroup names support
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* Attachments can now have their own attach/detach sound
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* Added walk animations support (similar to sprint animations)
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* Bonemods are now working properly with blowback enabled
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* Fixed laser drawing behing worldmodel
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* Looped gunfire sound support added (Experimental)
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## 4.4.2.1
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* Changelog can be toggled off with sv_tfa_changelog
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## 4.4.2.0
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* New laser dots
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* Better ejection effects
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* AI melee support
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## 4.4.1.0
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* Patch: New smoke effects on muzzles and shells, which should hopefully eat less fps and look better
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## 4.4.0.0
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* Entire base linted
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* Fewer global variables
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* TFA attachment table moved to TFA.Attachments.Atts -- this will need an update to autopatching mods
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## 4.3.8.1
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* PATCH - Exploit regarding new C-Menu fix, viewmodel viewpunch made into a cvar ( it'll go down with recoil if disabled )
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## 4.3.8.0
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* Reticules/lasers now colorable in context menu
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* Hold E as you hit your inspection key to access the context menu as normal
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## 4.3.7.0
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* Attachment UI now allows rows to affect the same category, and will break apart exceedingly large rows
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* Legacy attachment UI removed
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## 4.3.6.0
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* Muzzles + smoke updated, the latter taken from CS:GO
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## 4.3.5.2
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* Fixed shells networking
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* Fixed RT scope resolution autodetect
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* Added RT scope material proxy
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## 4.3.5.1
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* Fixed weapon bounce in new viewbob, increased intensity, smooth eye focus
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## 4.3.5.0
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* Cancelling an empty reload on a closed bolt weapon will play the first deploy and cock the gun upon next draw
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## 4.3.4.1
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* Fixed console spam with dropped weapons
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* Added ability to disable door destruction (thanks to Ralph)
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## 4.3.4.0
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* Viewbob tweaks
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## 4.3.2.3
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* More violent shell ejection; shell angle determined by eye angles
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## 4.3.2.2
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* Shells resized AGAIN and double-checked for accuracy this time using OBBMaxs()-OBBMins()
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## 4.3.2.1
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* SWEP.LuaShellEffect = "" disables the new tfa_shell stuff
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* Shells resized using actual math
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## 4.3.2.0
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* Added ability to override new shell effects
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* Fixed serverside modules/external files loader
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* Fixed LookupAttachment error for externally registered weapons
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* Fixed scope background blur working in thirdperson
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## 4.3.1.0
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* Shell hotfixes
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* Weapons no longer have airboat damage type, finally fixing ragdolls
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## 4.3.0.0
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* New shell ejection effects
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* New shell models (Soldier11's)
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* RT Scope Blur
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* New clientside options on the performance and scope panels
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## 4.2.8.0
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* Numerous bugfixes
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* Notably: FOV fixed in overlay-style scopes + shotgun timing fixes
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## 4.2.7.9
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* Inspection panel tweaks and performance fixes
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* New font for ammo hud and inspection panel
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* Fixed ironsight sway direction for flipped viewmodels
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## 4.2.7.8
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* Unload functions added
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## 4.2.7.4
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* ERROR SPAM HOTFIX
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## 4.2.7.3
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* Silenced inspection added ( ACT_VM_FIDGET_SILENCED = ACT_VM_FIDGET_SILENCED or ACT_RPG_FIDGET_UNLOADED )
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* Have a one-time invitation to my Discord: https://discord.gg/Gxqx67n
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## 4.2.6.5
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* Added laser-dot trail convar ( thanks Yura )
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## 4.2.6.4
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* Fixed Yura's crosshair nitpick
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## 4.2.6.2
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* Melee base prediction fixes
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## 4.2.6.1
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* Knife prediction improvements ( general melee to follow )
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## 4.1.7.0
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* Bind detection system added
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## 4.0.1.0
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* TFA Base Rewrite
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* Numerous hotfixes, including ADS, sprint anims, etc.
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* DarkRP "fp" table no longer overwritten
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* External status support added
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* Reload sounds added
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## 3.05.2.0
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* Doors fixed for DarkRP ( probably )
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* Silenced weapon inspection fixed
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* Idle animation timing improved
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* C-Key inspection fixed
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* Weapon stripping fixed
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* CVAR sv_tfa_door_respawn added
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## 3.05.0.0
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* Basic GMDUSK integration
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* Shotgun door-bust tweaked, improved, and fixed for DarkRP (hopefully)
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* Scopes fixed for DarkRP ( hopefully )
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## 3.01.2.0
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* New group prompt added
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* Introduced bare-basics multilanguage support
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* Migrated global functions to a table
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* Miscelaneous quality of life improvements
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## 3.01.1.0
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* Added new cvars of mp_tfa_precach. Enable these to increase loading times but reduce lag and weapon spawn time.
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* Use console autocomplete instead of bothering me for the exact names!
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* Bugfix in setupmove fixed
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* Conflict message improved, displaying exact filepath for a conflicting tfa_loader
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* Lua particle handling fixed on invalid viewmodels
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* Other misc. bugfixes
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## 3.0.0.1
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* Shock damage no longer removes props
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* Fixed rendertargets
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* Further improved performance
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## 3.0.0.0
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* Entire TFA Base linted and micro-optimized
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* Performance holding a TFA Base gun is better compared to a HL2 gun
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## 2.88.0.0
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* Added SWEP.Primary.AmmoConsumption
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* Added extra revolver ejecteffect
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* Misc. bugfixes
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