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0.0.7

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@mastercoms mastercoms released this 19 Aug 01:06
7026b5a
  • Fixed event dependence within random number generator
    • Many game systems would set an unrelated seed, overriding the initial engine seed for all later events. Many of these cases were just removed, as they had no business setting the engine seed. Other cases were solved by the next patch note.
    • Some of these game systems would also rely on this seed to generate a sequence of random numbers. However, it is possible that the seed would be set by another system, thus changing the resulting sequence. This was fixed by adding scoped randomness to the system random number generator. This blocks any other interaction with the RNG system until the scope is over, and also restores the RNG state from before the scope was started.
      • One notable system affected by this change was the weapon spread system. It would generate 4 floats to determine the horizontal and vertical spread. Also affected is random crit generation.
    • Notable problematic systems were many places within the UI and animation systems affecting the main random number generator seed.
    • Note: still need to investigate side effects of this, and if they are "intended" (coincidental or decided)
    • Note: this still isn't perfectly replicatable RNG, though it is very close. It is currently unknown what is causing the variance in patterns sometimes, though a possible cause is fast floating point math.
  • Demo player now uses the same RNG seed each play, resulting in fairly consistent demo playback
  • Enabled tf_use_fixed_weaponspreads 1 by default
  • Used new scoped RNG to implement fixed spread for continuous fire weapons. (ValveSoftware/Source-1-Games#2487)
    • Starts at a fixed seed every "perfect shot" (1.25 seconds for single shot continuous weapons like the pistol, and 0.25 seconds for multi shot continuous weapons like the minigun), where TF2 shoots a bullet exactly at the crosshair, and advances the fixed seed every shot after (just like non fixed continuous fire). Video
  • Removed cheat flag from spec_freeze_time, and spec_freeze_traveltime, so that server owners can improve their instant respawn servers without mods
  • Fixed hint on loading screen double updating
  • Potentially fixed a player spawning as a class they selected before respawning which has already reached the class limit (ValveSoftware/Source-1-Games#2084)
  • Fixed an issue where sticky detonation would be delayed (ValveSoftware/Source-1-Games#2185)
  • Added cheat flag to tf_medieval_thirdperson
  • Bullet FX now only spawn client-side when created, rather than on any data update
  • tf_taunt_first_person is now replicated (server controlled). tf_taunt_first_person_enable 1 can be used by the player to force enable first person taunts (like the previous behavior). This lets server operators enforce first person taunts for competitive integrity. (ValveSoftware/Source-1-Games#2079)
  • Set all forms of max routable to 1200 to fix some inconsistent values between client and server caused by the change in 0.0.6
  • Fixed fire rate being incorrectly calculated at certain intervals (most famously affected MvM firing speed upgrades for Heavy's minigun)
  • Removed fall damage variance with tf_damage_disablespread 1 (ValveSoftware/Source-1-Games#2489)
  • Removed cheat flag from tf_viewmodels_offset_override (ValveSoftware/Source-1-Games#2484)
    • Not allowed in competitive matchmaking.
  • Fixed certain projectiles instantly colliding with the world in some cases (@zooxy)
  • Improved installation instructions (@maximsmol)