Garry's Mod

Garry's Mod

Draconic Base
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Update: 4 Apr, 2020 @ 8:03pm

Hotfix: Battery base ammo no longer spastically jumps around as a client on a dedicated server.

Update: 2 Apr, 2020 @ 12:52pm

Hotfix, with one tiny addition I had made already.

  • Fixes player speeds going at a million miles an hour after a level transition
  • Fixed a few once in a blue moon issues with projectile base

Added:
  • Added projectile explosion type "custom", which when the projectile explodes, runs function ENT:DoCustomExplode()

Update: 11 Mar, 2020 @ 12:42pm

Small hotfix:

  • Fixed bullet base weapons playing firing sound twice on initial click (was caused by looping firing sound not having a check in place, resulting in it playing the sound twice.)
  • Fixed clients attempting to consume ammo (only server should) due to a bug that showed up from a chance a few patches ago.

Update: 11 Mar, 2020 @ 10:23am

  • Recoded burst firing as it was bugging out for unknown reasons specifically on the battery base

Update: 9 Mar, 2020 @ 9:17am

Just a small little hotfix of things that don't need to be held back until the next major update:

  • Distant sounds on guns are 100% fixed. Distant sounds on projectile explosions work again, but only when the projectile is within a rendered visleaf of a client. Still investigating.
  • Weapons which only have a single firing mode can no longer have a firing mode switch / sound triggered
  • Switching firemodes now displays the mode switched to in on-screen text in multiplayer properly (presumably.)
  • Fixed weapons playing a firing sound twice on initial fire / individual click.
  • Fixed the delay between burst fire shots so that it can no longer be rapid-fired.

Update: 5 Mar, 2020 @ 2:35pm

FINAL OOPS FOR REAL THIS TIME AAAA

Update: 5 Mar, 2020 @ 2:29pm

oops(1)

Update: 5 Mar, 2020 @ 2:26pm

oops

Update: 4 Mar, 2020 @ 4:30pm

uuuuuuuuuuuuuuu I forgot to write down what I was working on

Here's what I remember doing:

  • Added material proxy "drc_ReflectionTint". Set resultvar to $envmaptint. Adds VMT parameters (required) $cubemaptint & $cubemappower
  • Added a workaround for distant sounds on projectiles. This may or may not work online; it should though.
  • Added a new level of debug mode, as well as a new debug element. There is a spread cone visualizer at debug level 1, debug level 2 shows only the spread cone.
  • >> Inner green circle: absolute minimal spread (standing still / crouched / using sights exclusively)
  • >> Inner yellow-green circle, minimal spread (general)
  • >> Big white circle, maximum spread (still)
  • >> Big red circle, maximum spread (moving)
  • >> two blue circles; one bright one dark, visualizer to show current "bloom score"
  • added self-check for lua explosive projectiles so they will not fling projectiles of the same class if gravity is disabled, to avoid wacky physics of chained objects.

that's all I can remmber at the moment sorry I've been overswamped with work to do nonstop for the past week and a half and I've had this update mostly ready for several days now.

Update: 23 Feb, 2020 @ 8:15pm