diff --git a/CHANGELOG.md b/CHANGELOG.md index 9c74e73..fe5d41c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,4 +1,8 @@ # This is an archive of changelog messages from `tfa_loader.lua`. +## 4.7.8.2 +* Stencil reticle types can now be combined +* Added a slight delay for subcategories population hook to make sure it runs after default weapons population + ## 4.7.8.1 * Added spawnmenu subcategories support (SWEP.SubCategory) diff --git a/lua/tfa/documentation/tfa_base_template.lua b/lua/tfa/documentation/tfa_base_template.lua index 8f481e3..827ee66 100644 --- a/lua/tfa/documentation/tfa_base_template.lua +++ b/lua/tfa/documentation/tfa_base_template.lua @@ -532,8 +532,8 @@ SWEP.ViewModelElements = nil --[[ { end, -- For models with stencil sights: - ["mask"] = "models/error.mdl", -- Sight mask model path - ["reticle"] = "models/error.mdl", -- Model path for model reticle type + ["mask"] = "models/error.mdl", -- Sight mask model path; if not defined the element itself becomes the stencil mask + ["reticle"] = "models/error.mdl", -- Model path for model reticle type; must be bonemergeable on this element to work } }]]-- @@ -935,7 +935,11 @@ SWEP.DInv2_Mass = nil -- DInventory/2 Specific. Determines weapon's mass in kilo SWEP.StencilSight = nil -- Enables stencil sight drawing SWEP.StencilSight_MinPercent = nil -- Mimimum aim progress percentage to draw; 0.05 by default; set to 0 to always draw SWEP.StencilSight_VElement = nil -- "scope_p90_fn_ring_sight_std" -- Name of VElement to draw sight on; must be active to work -SWEP.StencilSight_UseMask = nil -- Use the .mask value of VElement's table as stencil mask model (model must be bonemergeable on the sights VElement!) +SWEP.StencilSight_UseMask = nil -- Use the .mask value of VElement's table as stencil mask model, otherwise VElement is the stencil mask (model must be bonemergeable on the sights VElement!) + +-- StencilSight_ReticleType can accept bitwise OR of multiple sight types, such as: +-- SWEP.StencilSight_ReticleType = bit.bor(TFA.Enum.RETICLE_FLAT, TFA.Enum.RETICLE_MODEL) +-- Draw order is: TFA.Enum.RETICLE_MODEL, TFA.Enum.RETICLE_QUAD, TFA.Enum.RETICLE_FLAT -- Sight Type: Flat -- SWEP.StencilSight_ReticleType = TFA.Enum.RETICLE_FLAT @@ -949,7 +953,7 @@ SWEP.StencilSight_UseMask = nil -- Use the .mask value of VElement's table as st -- SWEP.StencilSight_FadeReticleByProgress = nil -- Fade-in reticle alpha with aim progress; false by default -- // Sight Type: Flat --- Sight Type: Model; requires .reticle value of VElement's table (same deal as UseMask) +-- Sight Type: Model; requires .reticle value of ViewModelElement's table (model must be bonemergeable on the sights VElement!) -- SWEP.StencilSight_ReticleType = TFA.Enum.RETICLE_MODEL -- SWEP.StencilSight_FadeReticleByProgress = nil -- Fade-in reticle alpha with aim progress; false by default -- SWEP.StencilSight_EnableQuad = nil -- Enables drawing Quad type reticles (example below) over model ones