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Release 0.13.0 (#1428)
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TimGoll committed Feb 23, 2024
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20 changes: 14 additions & 6 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,14 @@ All notable changes to TTT2 will be documented here. Inspired by [keep a changel

### Added

### Changed

### Fixed

## [v0.13.0b](https://github.com/TTT-2/TTT2/tree/v0.13.0b) (2024-02-21)

### Added

- Added migrations between TTT2-versions, some breaking changes could now be migrated instead
- Added a new markerVision module that adds information to a specific point in space to replace the old C4 radar; it is currently used by these builtin weapons (by @TimGoll)
- C4
Expand All @@ -30,7 +38,7 @@ All notable changes to TTT2 will be documented here. Inspired by [keep a changel
- Icon for `Voice & Volume` menu
- Added a new vgui element: `DWeaponPreview_TTT2` to render a player with their equipped weapon (by @TimGoll)
- Supports any normal weapon that has a `.HoldType` and a `.WorldModel`
- Supports any weapon that is made with the SWEP Construction Kit (boomerang, melonmine, ...)
- Supports any weapon that is made with the SWEP Construction Kit (boomerang, melonmine, ...) or made for our custom world model renderer
- Made beacon model and icon unique from decoy (by @EntranceJew)
- Added `SWEP:ClearHUDHelp()` to allow blanking the help text, for dynamically updating help text on equipment (by @EntranceJew)
- Added custom world and view models to some builtin weapons (by @TimGoll)
Expand All @@ -42,12 +50,11 @@ All notable changes to TTT2 will be documented here. Inspired by [keep a changel
- Added `ttt_base_placeable` entity that is used to handle any placeable / destroyable entity (by @TimGoll)
- moved `ttt_c4`, `ttt_health_station`, `ttt_beacon`, `ttt_decoy`, `ttt_radio` and `ttt_cse_proj` to that base
- also handles pickup of those entities
- Throwables (grenades) now have a `:GetPullTime()` accessor
- Throwables (grenades) now have a `:GetPullTime()` accessor (by @EntranceJew)
- Throwables (grenades) show UI for the amount of time remaining before detonation (fuse time) (by @EntranceJew)
- UI for grenade throw arcs from [colemclaren's TTT fork](https://github.com/colemclaren/ttt/blob/master/addons/moat_addons/lua/weapons/weapon_tttbasegrenade.lua#L293-L353) (integrated by @EntranceJew)
- `gameEffects` library for global effects that are useful, such as starting fires (by @EntranceJew)
- Added weapon pickup sounds when picking up weapons manually (by @TimGoll)
- Added further missing German translation (by @NickCloudAT)

### Changed

Expand All @@ -58,16 +65,17 @@ All notable changes to TTT2 will be documented here. Inspired by [keep a changel
- Binoculars now have a world model that isn't paper towels (by @EntranceJew)
- Decreased shooting accuracy while sprinting or in air (by @TimGoll)
- A player whose weapons are stripped and cached will keep `weapon_ttt_unarmed` which means they keep their crosshair (by @TimGoll)
- Updated the German localization file (by @NickCloudAT)
- Updated the Turkish localization file (by @NovaDiablox)
- Grenades have icons
- Brought `c4`, `defuser`, `flaregun`, `health_station`, `radio` weapons down from upstream (by @a7f3)
- Updated help text for `c4`, `defuser`, `flaregun`, `health_station`, `radio`, `knife`, `phammer`, `push`, and `zm_carry` weapons (by @a7f3)
- Brought `C4`, `defuser`, `flaregun`, `health_station`, `radio` weapons down from upstream (by @a7f3)
- Updated help text for `C4`, `defuser`, `flaregun`, `health_station`, `radio`, `knife`, `phammer`, `push`, and `zm_carry` weapons (by @a7f3)
- Brought down the `EFFECT`s: `crimescene_dummy`, `crimescene_shot`, `pulse_sphere`, `teleport_beamdown`, `teleport_beamup`
- Brought down the `ENT`s: `ttt_basegrenade_proj`, `ttt_carry_handler` (unused), `ttt_firegrenade_proj`, `ttt_smokegrenade_proj`, `ttt_weapon_check`
- Brought down the `SWEP`: `weapon_ttt_stungun`
- Brought down the menu for arming/defusing C4
- Updated and improved Simplified Chinese translation (by @sbzlzh and @TheOnly8Z)
- improved Simplified Chinese translation (by @TEGTainFan
- Improved Simplified Chinese translation(by @TEGTainFan
- Consolidated hat logic
- Player role selection logic uses `Player:CanSelectRole()` now instead of duplicating logic
- Role avoidance is no longer an option
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155 changes: 155 additions & 0 deletions gamemodes/terrortown/gamemode/client/cl_changes.lua
Original file line number Diff line number Diff line change
Expand Up @@ -1852,6 +1852,161 @@ function CreateChanges()
os.time({ year = 2024, month = 01, day = 07 })
)

AddChange(
"TTT2 Base - v0.13.0b",
[[
<h2>Added</h2>
<ul>
<li>Added migrations between TTT2-versions, some breaking changes could now be migrated instead</li>
<li>Added a new markerVision module that adds information to a specific point in space to replace the old C4 radar; it is currently used by these builtin weapons (by @TimGoll)</li>
<ul>
<li>C4</li>
<li>Radio</li>
<li>Beacon</li>
</ul>
<li>Binoculars now retain search progress if interrupted. Progress decays based on time since last observed (by @EntranceJew)</li>
<li>Reworked the way the player camera is handled (by @TimGoll)</li>
<ul>
<li>Added FOV change on speed change</li>
<li>Added view bobbing on walking, swimming, falling and strafing</li>
<li>Added convars to disable those changes</li>
</ul>
<li>Added <code>draw.Arc</code> and <code>draw.ShadowedArc</code> from TTTC to TTT2 to draw arcs (by @TimGoll und @Alf21)</li>
<li>Added possibility to cache and remove items, similar to how it is already possible with weapons with <code>CacheAndStripItems</code> (by @TimGoll)</li>
<li>Added an option for weapons to hide the pickup notification by setting <code>SWEP.silentPickup</code> to <code>true</code> (by @TimGoll)</li>
<li>Added <code>TTT2FetchAvatar</code> hook for intercepting avatar URIs (by @EntranceJew)</li>
<li>Added <code>draw.DropCacheAvatar</code> to allow destroying and refreshing an existing avatar, so bots can intercept avatar requests and circumvent the limited unique SteamID64s they're given (by @EntranceJew)</li>
<li><code>weapon_tttbase</code> changes to correct non-looping animations which affected ADS scoping (by @EntranceJew)</li>
<ul>
<li>Added <code>SWEP.IdleAnim</code> to allow specifying an idle animation.</li>
<li>Added <code>SWEP.idleResetFix</code> to allow the animations for CS:S weapons to automatically be returned to an idle position.</li>
<li>Added <code>SWEP.ShowDefaultViewModel</code> to prevent a weapon from drawing a ViewModel when set to false at all without FOV hacks or Deploy code which has no effect.</li>
</ul>
<li>Added a new vgui element: <code>DWeaponPreview_TTT2</code> to render a player with their equipped weapon (by @TimGoll)</li>
<ul>
<li>Supports any normal weapon that has a <code>.HoldType</code> and a <code>.WorldModel</code></li>
<li>Supports any weapon that is made with the SWEP Construction Kit (boomerang, melonmine, ...) or made for our custom world model renderer</li>
</ul>
<li>Made beacon model and icon unique from decoy (by @EntranceJew)</li>
<li>Added <code>SWEP:ClearHUDHelp()</code> to allow blanking the help text, for dynamically updating help text on equipment (by @EntranceJew)</li>
<li>Added custom world and view models to some builtin weapons (by @TimGoll)</li>
<li>Added custom world and view models to some builtin weapons (by @TimGoll)</li>
<ul>
<li>added for: radio, beacon, decoy, binoculars, visualizer</li>
</ul>
<li>Added support for easy addition of custom view and world models (by @TimGoll)</li>
<ul>
<li>Added <code>AddCustomViewModel</code> to add custom view models</li>
<li>Added <code>AddCustomWorldModel</code> to add custom world models</li>
<li>Added an automatic fix for badly coded addons that break the view model fingers</li>
</ul>
<li>Added <code>ttt_base_placeable</code> entity that is used to handle any placeable / destroyable entity (by @TimGoll)</li>
<ul>
<li>moved <code>ttt_c4</code>, <code>ttt_health_station</code>, <code>ttt_beacon</code>, <code>ttt_decoy</code>, <code>ttt_radio</code> and <code>ttt_cse_proj</code> to that base</li>
<li>also handles pickup of those entities</li>
</ul>
<li>Throwables (grenades) now have a <code>:GetPullTime()</code> accessor (by @EntranceJew)</li>
<li>Throwables (grenades) show UI for the amount of time remaining before detonation (fuse time) (by @EntranceJew)</li>
<li>UI for grenade throw arcs from colemclaren's TTT fork (integrated by @EntranceJew)</li>
<li><code>gameEffects</code> library for global effects that are useful, such as starting fires (by @EntranceJew)</li>
<li>Added weapon pickup sounds when picking up weapons manually (by @TimGoll)</li>
</ul>
<h2>Changed</h2>
<ul>
<li>Refactored client shop logic into separate shop-class (by @ZenBre4ker</li>
<ul>
<li>Enabled shared shop class to buy and check equipment</li>
<li>Removed third argument of <code>TTT2CanOrderEquipment</code>-Hook, no message is outputted anymore</li>
</ul>
<li>dframe_ttt2 panels can now manually enable bindings while they are open (by @ZenBre4ker)</li>
<li>Binoculars now have a world model that isn't paper towels (by @EntranceJew)</li>
<li>Decreased shooting accuracy while sprinting or in air (by @TimGoll)</li>
<li>A player whose weapons are stripped and cached will keep <code>weapon_ttt_unarmed</code> which means they keep their crosshair (by @TimGoll)</li>
<li>Updated the German localization file (by @NickCloudAT)</li>
<li>Updated the Turkish localization file (by @NovaDiablox)</li>
<li>Grenades have icons</li>
<li>Brought <code>C4</code>, <code>defuser</code>, <code>flaregun</code>, <code>health_station</code>, <code>radio</code> weapons down from upstream (by @a7f3)</li>
<li>Updated help text for <code>C4</code>, <code>defuser</code>, <code>flaregun</code>, <code>health_station</code>, <code>radio</code>, <code>knife</code>, <code>phammer</code>, <code>push</code>, and <code>zm_carry</code> weapons (by @a7f3)</li>
<li>Brought down the <code>EFFECT</code>s: <code>crimescene_dummy</code>, <code>crimescene_shot</code>, <code>pulse_sphere</code>, <code>teleport_beamdown</code>, <code>teleport_beamup</code></li>
<li>Brought down the <code>ENT</code>s: <code>ttt_basegrenade_proj</code>, <code>ttt_carry_handler</code> (unused), <code>ttt_firegrenade_proj</code>, <code>ttt_smokegrenade_proj</code>, <code>ttt_weapon_check</code></li>
<li>Brought down the <code>SWEP</code>: <code>weapon_ttt_stungun</code></li>
<li>Brought down the menu for arming/defusing C4</li>
<li>Updated and improved Simplified Chinese translation (by @sbzlzh and @TheOnly8Z)</li>
<li>Improved Simplified Chinese translation(by @TEGTainFan)</li>
<li>Consolidated hat logic</li>
<li>Player role selection logic uses <code>Player:CanSelectRole()</code> now instead of duplicating logic</li>
<li>Role avoidance is no longer an option</li>
<li>All <code>builtin</code> weapons can now be configured to drop via <code>Edit Equipment</code> (by @EntranceJew)</li>
<li>Removed redundant checks outside of <code>SWEP:DrawHelp</code>, protected only <code>SWEP:DrawHelp</code></li>
<li>Spectator name labels now use a skin font and scaling (by @EntranceJew)</li>
<li>The built-in radar now displays distances in meters (by @TimGoll)</li>
<li>Converted <code>ttt_ragdoll_pinning</code> and <code>ttt_ragdoll_pinning_innocents</code> into per-role permissions</li>
<li>Magneto stick now allows right-clicking to instantly drop something, while left-clicking still releases/throws it</li>
<li>Magneto stick now shows tooltips respective to its current state</li>
<li>Scoreboard shows non-policing detective results, in sync with the miniscoreboard (by @EntranceJew)</li>
<li><code>ttt_flame</code> is visible while it is moving (by @EntranceJew)</li>
<li><code>ttt_flame</code>'s hurtbox is more accurate to its visuals (by @EntranceJew)</li>
<li>The built-in DNA scanner now displays distances in meters (by @TimGoll)</li>
<li>Noisy prints are now gated behind various levels of <code>developer</code> convar (by @EntranceJew)</li>
<li>Any warnings developers should fix will now print with stack traces (by @EntranceJew)</li>
<li>Changed the way the role overhead icon is rendered (by @TimGoll)</li>
<ul>
<li>It now tracks the players head position</li>
<li>Rendering order is based on distance, no more weird visual glitches</li>
<li>Hidden when observing a player in first person view</li>
</ul>
<li>Your own spectator nametag will not display when looking directly up in post-round (by @EntranceJew)</li>
<li>Made sure the last weapon is selected by default if the current weapon is removed; overwrite <code>OnRemove</code> to prevent that (by @TimGoll)</li>
<li>Changed the way weapon icon caching is working to make sure all weapons always have a cached icon material (by @TimGoll)</li>
</ul>
<h2>Fixed</h2>
<ul>
<li>Fixed database now properly saving boolean <code>false</code> values (by @ZenBre4ker)</li>
<li>Fixed cached weapons not being selected after giving them back to the owner (by @TimGoll)</li>
<li>The roundendscreen can now be closed with the correct Binding (by @ZenBre4ker)</li>
<li>Fixed last seen player being wrongly visible for every search instead of only public policing role search (by @TimGoll)</li>
<li>Fixed the crosshair being offcenter on some UI scales (by @TimGoll)</li>
<li>Fixed to wrong line calculations for wrapped text (by @NickCloudAT)</li>
<li>Fixed marks library having self zfailing and color issues (by @WardenPotato)</li>
<li>Fixed <code>IsPlayer</code> failing if a non-entity is passed to it (by @TimGoll)</li>
<li>Fixed <code>draw.Arc</code> when gmod_mcore_test is set to 1 (by @WardenPotato)</li>
<li>Fixed weapon help box width for wide bindings with short descriptions (by @TimGoll)</li>
<li>Fixed <code>GM:TTTBodySearchPopulate</code> using the wrong data variable (by @TimGoll)</li>
<li>Fixed font initialization to not trip engine font fallback behavior (by @EntranceJew)</li>
<li>Fixed the decoy producing a wrong colored icon for other teams (by @NickCloudAT)</li>
<li>Fixed the scoreboard being stuck open sometimes if the inflictor was no weapon (by @TimGoll)</li>
<li>Fixed door health displaying as a humongous string of decimals (by @EntranceJew)</li>
<li>Fixed weapons that use the wrong weapon base from throwing errors in the F1 menu (by @TimGoll)</li>
</ul>
<h2>Removed</h2>
<ul>
<li>Removed some crosshair related convars and replaced them with other ones, see the crosshair settings menu for details</li>
<li>Removed DX8/SW models that aren't used</li>
<li>Removed the convar <code>ttt_damage_own_healthstation</code> as it was inconsistent and probably unused as well</li>
<li>Removed <code>ttt_fire_fallback</code>, there's no situation where the fire shouldn't draw anymore</li>
<li>Removed <code>resource.AddFile</code> calls, server operators should use the workshop version or manually bundle loose files</li>
</ul>
<h2>Breaking Changes</h2>
<ul>
<li>Moved global shared <code>EquipmentIsBuyable(tbl, ply)</code> to <code>shop.CanBuyEquipment(ply, equipmentName)</code></li>
<ul>
<li>Returned text and result are now replaced by a statusCode</li>
</ul>
<li>No more <code>plymeta:GetAvoidRole(role)</code> or <code>plymeta:GetAvoidDetective()</code></li>
<li>Moved global <code>TEAMBUYTABLE</code> to <code>shop.teamBuyTable</code> and separated <code>BUYTABLE</code> into <code>shop.buyTable</code> and <code>shop.globalBuyTable</code></li>
<ul>
<li>Use new Accessors <code>shop.IsBoughtFor(ply, equipmentName)</code>, <code>shop.IsGlobalBought(equipmentName)</code> and <code>shop.IsTeamBoughtFor(ply, equipmentName)</code></li>
<li>Use new Setter <code>shop.SetEquipmentBought(ply, equipmentName)</code>, <code>shop.SetEquipmentGlobalBought(equipmentName)</code> and <code>shop.SetEquipmentTeamBought(ply, equipmentName)</code></li>
</ul>
</ul>
]],
os.time({ year = 2024, month = 02, day = 23 })
)

---
-- run hook for other addons to add their changelog as well
-- @realm client
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2 changes: 1 addition & 1 deletion gamemodes/terrortown/gamemode/shared/sh_init.lua
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ GM.Name = "TTT2"
GM.Author = "Bad King Urgrain, Alf21, saibotk, Mineotopia, LeBroomer, Histalek, ZenBre4ker"
GM.Email = "ttt2@neoxult.de"
GM.Website = "ttt.badking.net, docs.ttt2.neoxult.de"
GM.Version = "0.12.3b"
GM.Version = "0.13.0b"
GM.Customized = true

TTT2 = true -- identifier for TTT2. Just use "if TTT2 then ... end"
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