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Changelog August 22nd 2022

Vuthakral edited this page Aug 22, 2022 · 3 revisions
  • Global: Added serverside lua function DRC:SetRoleplayPlayermodels(<player> ply, <table of playermodels> table). For roleplayer server owners who have wanted to use the Draconic Menu for their playermodel/bodygroup systems.
  • Global: Added serverside lua function DRC:ClearRoleplayerPlayermodels(<player> ply). Clears the player's roleplay playermodel options. You do NOT need to call this before using SetRoleplayPlayermodels. It is intended for use only when switching to a role with only one valid playermodel.
  • Global: Added lua function DRC:GetVelocityAngle(<entity> ent, <bool> absolute) -- Returns the localized angle direction of an entity's velocity. arg absolute will make the y value always return a positive number.
  • Weapon Base: Fixed errors occurring on melee weapons with no viewmodel (i.e. thirdperson only)
  • Weapon Base/Debug: Hooked up traceline renderer to the melee base.
  • Weapon Base (Melee): Some slight changes to how melee arcs are made, previously they originated from the player's eyes but in hindsight this is kinda dumb given the melee arc is supposed to be more like an actual three-dimensional swing. The origin of the melee arc is now a decent distance above the center of the player, somewhere around shoulder-height. This makes melee much more reliable to use as the arc is more likely to be aligned with the intended target.
  • Weapon Base (Melee): Added some code to check the forward velocity of the user as a compensation for melee range being shorter when moving forwards due to the nature of tracelines & networking, especially in the weird case of servers with super low tickrates (stop doing this the engine isn't meant to run like that).
  • Weapon Base (Melee): Fixed a seriously bad oversight which was causing traces from different weapons performed at the exact same time to overwrite one another.
  • Weapon Base (Melee): Added baseline NPC support for melee weapons which causes the weapons to swing when "fired" by an NPC.
  • Weapon Base (Melee): Added setting SWEP.AIAttack = "Primary" -- Which swing attack any NPCs/NextBots should use. Options are Primary, Secondary, and Lunge.
  • Weapon Base: Fixed a bunch of weirdness with VJ NPCs using Draconic weapons which appeared due to newer VJ updates. (Not playing reload animations, projectiles firing too high, infinite rapid fire, projectiles spawning at feet, etc.).
  • VoiceSets: Added pain subcall "Death_Falling". Triggers when dying while velocity is greater than 650 & the damage type is not fall damage. (e.g. kill boundaries or death mid-air)
  • VoiceSets: Added pain subcall "Death_Splatter". Triggers when dying from damage taken directly from a vehicle (e.g. hit by a car).
  • VoiceSets: Added pain subcall "Death_FallDamage". Triggers when dying due to fall damage. (This is specific to the act of taking fall damage, not just while falling.)

Hotfix post-update

  • Weapon Base: Critical hotfix of issue that I didn't notice in the last update which resulted in gun melees being able to run constantly even after impacting, resulting in basically instakill melee attacks from guns.
  • VoiceSets: Added optional death call "Death_Light" for deaths which are caused by damage which is less than 10% of the player's total HP.
  • VoiceSets: Added optional death call "Death_Medium" for deaths which are caused by damage which is greater than 10% but less than 25% of the player's total HP.
  • VoiceSets: Added optional death call "Death_Major" for deaths which are caused by damage which is greater than 25% of the player's total HP. If this or the two above are unused it will default back to "Death".
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