Releases: nosoop/SM-TFCustomWeaponsX
Releases · nosoop/SM-TFCustomWeaponsX
Build 66bf3b3
Make mod_use_metal_ammo_type attribute class effective This happens in a particular code path that doesn't otherwise use attributes. Fixes #65.
Build c6f3e3e
README: Refer to upstream tf2attributes Fixes #62.
Build e10d745
Force econ item validation (#61) For a long while, Valve blocked econ items from showing if they weren't attached to a player that actually owned it. An escape hatch was added in Gun Mettle to network the validation state of items, since the owning player may have disconnected while one of their items is held by another user. Some VScript maps make use of this escape hatch for item visibility, so it's probably fine to pull this in at this point.
Build 2c22df4
rr-61 Update for TF2 version 8826692 (2024-04-18)
Build 204430d
Let game determine starting clip size This replaces the previous CWX behavior of fully manually replenishing an item's clip to maximum with a call to the game's functionality to determine the default clip amount. This allows CWX to gracefully handle the case of weapons that start with 0 in the clip (the case for weapons that can be overloaded).
Build 9ac98cb
Fix clipsize being retained from stock items It looks like something in CTFPlayer::ManageRegularWeapons depends on the item definition being accurate for the clip size. There's probably a better way to handle this in ::ItemsMatch() now that it's clear what it actually does, so we should review that in the future. Fixes #56.
Build cbf76ba
rr-58 Add Russian translations for non-game strings (#49)
Build e2b4c3c
Fix persistence being broken for Shotguns Fixes #43.
Build 006b99b
rr-56 Fix leaking StringMapSnapshot handle
Build 9724bc5
Pin setup-sp to v1.1.0 instead of master v1.2.0 breaks the current workflow implementation. I do want to get it working in the future, but for the sake of working deploys, we'll pin the dependency.