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Changelog May 3rd 2023
Vuthakral edited this page May 3, 2023
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2 revisions
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Internal: Added a clientside lua function
DRC:GetHUDScale()
, returns x & y scale values relative to 1920x1080 of 1, i.e. on a user with a game resolution of 2560x1440 will return 1.33, 1.33. -
Internal: New clientside lua function
DRC:GetFOVScale()
-- Similar toDRC:GetHUDScale()
, returns a value relative to 1 for scaling HUD elements by FOV, relative to 90. - Internal: Added a clientside check per-tick to remove the Draconic attachment modifying menu if it shouldn't be there. (Fixes issue where it would become stuck if a player dies or is forced off the weapon by external code).
- Weapon Base: Fixed a lua error which could occur when reloading a manually-loaded weapon when dying/despawning the weapon.
- Weapon Base/Material Proxies: Fixed charge effects not updating properly.
- Weapon Base: Crosshairs now scale appropriately depending on screen resolution & current FOV.
- Weapon Base: Fixed an issue where projectiles would incorrectly pull the projectile override from an ammunition attachment when they shouldn't be.
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Weapon Base: Added
SWEP.CrosshairFOVPower
0-1, default 1. Used to decrease strength at which the crosshair will adjust with the FOV. -
Attachment Base: Added
AdditiveSoundNear
andAdditiveSoundFar
to the bullet table, this lets developers define a secondary sound which is tied to the weaponsfire which is used when that ammunition attachment is used. -
Material Proxies: Updated
drc_CurCharge
to utilize DRC:IsCharacter(), enabling effects for this to work when NPCs/NextBots are using weapons which utilize this. -
Misc: The console command
drc_refreshcsents
has temporarily had the functionality added to it to force-remove the attachment menu if it is stuck on the screen for some reason. -
Dynamic Particles: Greatly optimized the
dust
particle's performance impact by limiting how often it can update its lighting.