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Changelog: Jan. 8th, 2022. (1.0 to 1.01)

Vuthakral edited this page Jan 9, 2022 · 1 revision

Compatibility version 1.0 -> 1.01

  • Global: Converted the lua library to load as an autoloading module-based system, opposed to being a dozen assorted autorun scripts.
  • Global: Added two new lua functions: DRC:IncludeDir( directory) & DRC:IncludeFile( directory) -- Yoinked from the example on https://wiki.facepunch.com/gmod/Global.include -- Added mainly from necessity of conversion to module-loading based system.
  • Global: New lua function: DRC:Interact( ply, prevent movment, interacted ent). Hides the player's viewmodel, and can prevent them from moving. Disables firing of weapons from direct input, and instead passes the input to the interacted entity (optional).
  • Global: New lua function: DRC:BreakInteraction( ply, interacted ent). Breaks the DRC:Interact() currently running on a player. Entity optional.
  • Global: New lua function: DRC:GetSpray( ply, dowrite). Returns the dumped vtf of a given player's spray. "dowrite", if set to true, will refresh the texture from the game's user_custom spray cache.
  • Glboal: New lua function: DRC:EyeCone( ply, distance, degree) -- Returns a table of entities in a cone & traceline starting from the defined players' view.
  • Global: Changed lua function: "DRCAddAmmoType" -> "DRC:AddAmmoType"
  • Global: New lua function: DRC:RoomSize(pos ) -- Returns a "score" for how large the space the given entity/position is, in a float value.
  • Global: New lua function: DRC:GetRoomSizeName(float) -- Returns a string of a name-type of a room. For Draconic's standard definitions, print the table " DRC.RoomDefinitions "
  • Global: New lua function: DRC:ProjectedTexture( ent, attachment name, settings) -- both server & client compatible-or-exclusive. This function creates an entity & parents it to the given attachment in the second argument. This entity has a projected texture light on it. Information on how to utilize, this entity's functions, and etc will be added to the wiki.
  • Global: New lua function: DRC:RemoveAttachedLights( ent) -- Removes all lights attached to a given entity by the Draconic Base.
  • Glboal: First implementatioon of a DRC content version mismatch checker. If any outdated addons are detected by the base, it will tell them such in the chat.
  • Global: Fixed a lua error that would occur when a physics entity is destroyed during the "grace period" pickup with a Draconic weapon equpped.
  • Global: Fixed a problem that can occur where viable weapon/pickup weapon checks could become undefined in non-sandbox-derived gamemodes. (Thank you to Atrick21 for bringing this to my attention.)
  • Global: Added a hook for modifying the pitch of audio to scale with host timescale (community request)
  • Damage Scaling: Simplified the logic steps required to calculate hl2-difficulty-accurate damage which should help players on old potato PCs.
  • Draconic Menu: Changed tab title for "Playermodel" to "Player representation".
  • Draconic Menu: Updated "Colours" menu to use exact scaling, fixing problems on lower & higher-resolution displays.
  • Draconic Menu: Added a new sub-tab to the Player representation menu titled "Spray" which contains several toggles for where to display your spray on content which supports it. Animated sprays are supported, but due to the nature of how material proxies work they cannot work in multiplayer. So they only animate in singleplayer.
  • Draconic Menu: Changed tab title for "SWEP Base" to "Settings".
  • Draconic Menu: Updated title header from "Draconic Settings Menu" to just "Draconic Menu".
  • Weapon Base: Added support for worldmodels to play firing animations.
  • Weapon Base: Fixed weapon idle loop sounds becoming stuck after starting once.
  • Weapon Base: Added SWEP.IdleLoopSoundConstant = true/false (default false). Whether or not a weapon's Idle sound should be played indefinitely, even while dropped, or only while equipped. (Will be able to be heard on a player even after holstering).
  • Weapon Base: Fixed a bug that resulted in an exploit of infinite ammo & no reloads on burst-fire mode.
  • Weapon Base: Fixed a bug that would make it so burst-firing weapons could fire in passive & inspection modes.
  • Weapon Base: Fixed a sound bug with trying to burst fire with no ammo resulting in three clicks. It now only clicks once.
  • Weapon Base: Fixed a bug that would result in rapid error spam if you died during a melee swing.
  • Weapon Base: Added some more dynamic / logical viewmodel movements.
  • Weapon Base: Added near-surface detection which adjusts the viewmodel if you are up close to a wall/prop/etc.
  • Weapon Base: Changed the weapon info box to draw halfay down the icon, to prevent overlap.
  • Weapon Base: Changed the display text from rgb 150 to 200 to make it less of an eye-strain to read.
  • Weapon Base: New lua function: SWEP:GetConeTarget() -- returns the closest target entity & their (squared) distance; or nil if not applicable.
  • Weapon Base: Melee lunge detection now functions off of the "Cone Target" system, which should hopefully sync better than the old traceline method.
  • Weapon Base: CHANGED: SWEP.Primary.NumShots & SWEP.Primary.OCNumShots NO LONGER FUNCTION. It is now handled through the bullet profile system. (I apologize, but it's the more compatible option moving forward.)
  • Weapon Base: Fixed the NPC burst period settings not triggering properly for NextBots & fixed automatic-firemode battery weapons firing indefinitely from NPCs.
  • Weapon Base: Added SWEP.IgnoreVersioning = true/false -- whether or not the Draconic Base should ignore any version differences between the way this weapon was made vs the current version of the base. (For custom scripted weapons that are not affected by version updates)
  • Weapon Base: Weapons now track Draconic projectiles that have been fired within a table of the weapon, "self.PTable", and auto-remove themselves from this table upon being removed from existence. -- Aimed at custom lua usage.
  • Projectile Base: Added function ENT:Detonate() -- plays a detonation sound, and after FuseTime expires it triggers the explosive properties of the projectile. -- Aimed at custom lua usage.
  • Projectile Base: Added self.DetonateSoundNear
  • Projectile Base: Added self.DetonateSoundFar
  • Projectile Base: ENT.Explosive set to FALSE by default now (was previously true).
  • Projectile Base: Fixed a bug that was causing "point" type projectiles to collide with the bounding boxes of static props on maps. (wow this bug really highlighted how bad some people are at making props lol)
  • Attachment Base: Added missing material types MAT_BOULDER, MAT_ARMORFLESH
  • Attachment Base: Added NumShots to bullet table
  • Attachment Base: Added NumShots_OC to bullet table
  • Attachment Base: Added "VehicleDamageMul" to the Bullet Profile table. Multiplies the final damage amount times this value.
  • Material Proxies: Added new material proxy "drc_PlayerSpray" -- pulls the player's spray to use as the $basetexture of a vmt. Automatically handles animation. Would heavily recommend using a detail texture in blendmode 2 which lets you overlay some grunge w/ the spray's alpha & apply proper phong to help it blend with your asset better. An example usage of this will be added to the wiki. This material proxy is highly experimental, please report any issues to me immediately & I will look into them.
  • Material Proxies: Added support for Simple Weather time to scale cubemaps.
  • Material Proxies: Updated all reflection tint proxies to utilize the newer higher-range scaling.
  • Material Proxies: Updated all reflection tint proxies to adjust to weather mod lighting in the Draconic Menu preview window.
  • Material Proxies: Fixed cubemaps using the incorrect colour channel for tint in the Draconic Menu preview window.
  • Experimental First Person: Fixed a lua error that could sometimes happen & prevent it from working.
  • Experimental First Person: Added a first person body system that is 99% accurate to the third-person player.
  • Experimental First Person: Fixed camera motion from Draconic SWEPs not applying.
  • Experimental First Person: Added an anti-exploit for the camera near walls which will pull the camera away from it when too close to one. This (mostly) prevents clipping the camera through the world & props to see through it.
  • Experimental First Person: Added/Fixed lowered crosshair support for experimental first person.
  • Ammo Station Base: Made destroyable entities take physics collision damage -- this scales exponentially by the speed of the impact.
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