# This is an archive of changelog messages from `tfa_loader.lua`. ## 4.7.9.2 * Fixed slug ammunition attachment not being available ## 4.7.9.1 * Fixed black screen for weapons with instant aiming/scoping ## 4.7.9.0 * Added throttling for attachments status request from server * Reworked loader * Updated Inter font to 4.1 * Added batch attachments registration system to reduce Lua files count * Removed unnecessary attachments initialization calls on map load * Renamed tfa_envcheck convar to sv_tfa_envcheck since it's controlled by server * Removed microoptimization from SWEP:GetStatRaw, allowing it to work with tables from weapons.Get * Weapon type autodetection fixes (for weapons that do not have SWEP.Type explicitly defined) * Automatic spawnmenu subcategories generation based on weapon type (cl_tfa_subcategories_auto 1) * Color palettes/mixers in base settings are now foldable * Fix for crouching and sprinting with centered viewmodel * Aim progress FOV threshold, enabled by default for 2D scoped weapons * Slightly improved aim, sprint and inspect progress prediction * Various microoptimizations to frequently called hooks * Fixed SWEP:CanAttach (and relevant hooks) not receiving attachment ID on detaching ## 4.7.8.6 * First deploy state is now networked (and saved properly with engine saves) * Projectile spread now function same as hitscan bullets * Fixes for various reported errors ## 4.7.8.5 * Fixed error when both base weapon and it's descendant has an event table * Fixed spread with forced bullet ballistics enabled * Updated the localization files ## 4.7.8.4 * Fixed akimbo shoot animations order breaking (and HUD mismatch) ## 4.7.8.3 * Fixed melee attack direction selection not working * Added stat name translator to development menu (along with a command) ## 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) ## 4.7.8.0 * Added simple fallback HUD that displays when main 3D2D HUD is disabled (for stuff like firemode) * Changed default font used across the base * Added a hook that runs after base (re)registers all its fonts ## 4.7.7.0 * Added missing viewmodel checks * Added toggle for TTT weapons list auto-population ## 4.7.6.8 * Added better checks for fire loop animation and sound * Fixed sprinting animation not playing after exiting fire loop ## 4.7.6.7 * Fixed flat stat bars options breaking text display * Split up interface settings into groups ## 4.7.6.6 * Fixed unsight on bolt/pump after shooting not working properly * Fixed hard error when attachment depends on another attachment which is unavailable/not registered * Added console warning for the case above ## 4.7.6.5 * Fixed doors not respawning after getting broken off hinges with melee weapons ## 4.7.6.4 * Fixed attachments reload command not working from server console * Fixed attachments ID resolving for related hooks ## 4.7.6.3 * Fixed sprint offset being applied with melee bashing * Procedural camera bobbing is now inverted for inspect animations * Empty RTCode function (very old template weapons) is now patched out, removing unnecessary screen blur ## 4.7.6.2 * Fixed procedural blowback spamming errors on client ## 4.7.6.1 * Restored old secondary melee fallback behavior (only fallback to primary if there are no secondary attacks available) * Melee weapons can now use SWEP.Primary/Secondary.Damage instead of split per-attack value * Added random damage multiplier controls to server settings menu ## 4.7.6.0 * Keybind tooltips are now less annoying (do not force display when picking up props) * Fixed safety holster not working for bow-based weapons * Added ability to change amount of rounds appended for shotgun/round-insert reload type * Added override for melee weapon attack selection (old behavior/random attack is default) * Redone stats display: slight optimization and ability to add custom stats * Fixed tooltip panels not getting removed with inspection screen (slight memory leak) ## 4.7.5.3 * Stencil sight reticle fixes (viewmodel redraw now skips the sight model, flat reticle now draws properly over everything) * Fixed some animations cutting off early (mostly noticeable with foregrip-like attachments which change animations) ## 4.7.5.2 * Expanded stencil sights with pre and post draw functions (with attachments support and hook to stop reticles from drawing) * Fixed missing thirdperson animations/sounds in singleplayer * Fixed unscoping on rechamber when weapon doesn't require it ## 4.7.5.1 * Fixed keys from keybinds tab not being capitalized properly in the hint * Melee damage now follows the global damage multiplier and randomization rules * Fixed damage randomization not being synced with client * Player melee damage modifier is now applied correctly ## 4.7.5.0 * Added keybind hints - shown on weapon draw, after changing attachments and with scoreboard (with hooks for mods to add custom hints) * Fixed NPCs and players flying away on headshots with bullet penetration enabled * Сamera bobbing fixes (framerate consistency, broken fade in/out, not working on inspect) * Added melee damage blocking hook * Looped fire sound now gets paused with the game * 3D scopes zoom and sensitivity are now calculated properly for weapons relied on removed autodetection system * Fixed console spam with custom shell casing models without correct setup * Debug crosshair is now corrected for the camera movement ## 4.7.4.2 * Addressed even more 3D scopes issues ## 4.7.4.1 * Fixed 3D scope failing to work in certain cases ## 4.7.4.0 * Ironsights DoF focus attachment can be changed properly now * Various improvements to tfa_3dscoped_base (fixed mouse sensitivity compensation, angle transforms no longer require QC attachment) * Removed option to disable 3D scopes * Updated contributor credits ## 4.7.3.0 * New default melee bash sounds * Fix for bone modifying addons not working with weapons that don't have viewmodel elements (mostly affecting melee weapons) * Keybind for silencer toggle ## 4.7.2.0 * Attachments selection now persists across sessions (save/restore) * Gun sway direction can now be inverted (instead of using inverted gun bob value) * Added menu options for disabling attachments and randomized attachments selection for NPCs * Crosshair team highlight colors can now be customized * Base settings will use improved color selector when DLib is installed * Slight adjustments to About tab (removed broken links, added latest changes display, names of all contributors and support Discord server link) ## 4.7.1.3 * Hotfix for broken 3D scopes and non-enforced VM options ## 4.7.1.2 * Fixed friendly NPCs not highlighted by crosshair color * Added min/max values to many console variables. Yes, this is probably why your weapon was "invisible" (it's a good idea to check the FOV multiplier in viewmodel settings and make sure it's set at 1) ## 4.7.1.1 * Knife-based weapons are now properly lag-compensated * Crosshair team color rework: now shows proper team for NPCs and can be turned off for players (default for TTT) * Fixed weapon carry slowdown not being able to be disabled properly * Added hook for attachment detaching ## 4.7.1.0 * Fixed bullet force value being completely ignored in favor of autocalculated one * Various inspection menu improvements (localized weapon type, multiline description with word wrap) * Fixed attachments not syncing properly from NPCs and other players * Fixed skins not updating on worldmodels ## 4.7.0.5 * Fixed attachments not being synchronized properly from server in multiplayer ## 4.7.0.4 * Updated low and last ammo sounds, added more types (including unused ones, examples are in the weapon template) and improved autodection. ## 4.7.0.3 * Fixed legacy weapons patcher giving an error when weapon's code couldn't be read ## 4.7.0.2 * Fixed ironsights position evaluator generating errors in some cases * Fixed flat reticle not being scaled by screen height when it's not scaled by aim progress * Added chat reminder to clueless users who only installed the base without any weapons ## 4.7.0.1 * Added TFA_Bullet_Penetrate hook * Fixed 3D scoped weapons being zoomed in too much * Fixed ironsights toggle convar not working properly ## 4.7.0.0 * Semi-Breaking change: Implemented gun revision tracking (but should be backward compatible) * Tickrate independent RPM (for all your roleplaying at 10 ticks needs) * Stencil sights native support (with 2D, model and quad reticles) * Ironsights position resolver (WIP) * Additional SCK features (translucency workaround toggle and attachment parent point) * Weapons now emit sound hints (for engine NPCs) * Primary.DisplaySpread / Primary.DisplayIronSpread toggle * Spread recovery delay (per weapon, not present by default) * Default attachments option (equipped on deselect) * Various fixes, QoL changes and improvements (check commit history on GitLab) * Expanded documentation (lua/tfa/documentation and template) ## 4.6.1.1 * Fixed idle animation not updating correctly for ironsights * Fixed inspection screen not appearing in some circumstances * Improved flashlight toggle prediction * Fixed some grenades throwing an error if "ready" animation is missing ## 4.6.1.0 * BaseClass tables are now unpacked to current weapon class (fixes TFA NMRIH Chainsaw) * Reorganized weapon base files * Added responsive ironsights mode (click to toggle, hold to hold) * Fixed being unable to reload if timescale value is too high * Fixed centering of triangular crosshair * Range is now converted to LUT automatically, removed legacy range option * Fixed damage falloff range display ## 4.6.0.7 * Fixed crouching state not being recognized without holding a key * Fixed bullet ballistics. Again. ## 4.6.0.6 * Added viewmodel viewpunch toggle settings * Fixed crashing when addons call SWEP:Initialize out of order * Fixed bullet ballistics for NPCs not working * Fixed procedural reloads * Sped up ironsights/scope FOV change ## 4.6.0.5 * Added a workaround for old weapons that override SWEP:Think function without baseclass call ## 4.6.0.4 * Fixed nZombies weapons sharing ammo types ## 4.6.0.3 * Fixed viewmodel snapping to idle position on procedural holster end ## 4.6.0.2 * Fixed nZombies compatibility (only original nZ version was tested) ## 4.6.0.1 * Fixed shotgun spread not working properly with ballistics enabled * Fixed some weapons failing to initialize missing attachments table * Fixed DoAmmoCheck error when weapon stripping is enabled ## 4.6.0.0 * HUGE optimization and prediction improvements * Better recoil and viewpunch, all configurable * New nearly-empty (and empty) magazine click sounds * Proper NPC support (custom tracers/projectiles, random attachments) * Redone Inspection GUI (scaled fonts and elements, hooks, overrides) * Improved damage falloff (LUT falloff with variable calculation methods) * ADS reload animation support (like in CAWODOOTY! favorite gaem!!!) * Hybrid blowback animation (allowing model animation to play) * Crouched viewmodel offset position * Full sequence-based weapons support * Silenced empty/last fire animation support * Each animation can contain values for each case (like in SWEP.PumpAction, etc) * New viewmodel position/angles interpolation techniques ## 4.5.8.0 * Added material proxy for tinting envmaps with ambient lighting (TFA_CubemapTint) * Added option to debug currently playing anination (Admin-only) ## 4.5.7.1 * Fixed networked menu not working in Local/P2P servers ## 4.5.7.0 * Added localization support. English and Russian locales are bundled by default. * Fixed weapons not spawning in TTT (by Anairkoen Schno) * Blocked new ammo pickups (SMG grenades) from being pocketed in DarkRP ## 4.5.6.0 * Added ammo entities for SMG grenades (1 and 5 grenades for small and large pickups) * Server settings menu now work in multiplayer (rewritten to use networked controls) ## 4.5.5.1 * Fixed non-ballistics bullet tracers for akimbo weapons * Added bash damage display to inspection screen (when available) ## 4.5.5.0 * Added TFA_BulletPenetration hook, called when bullet hits/penetrates a surface * Reverted ironsights FOV compensation changes - new compensation only applies to viewmodels now * Exposed more variables to stat cache (various sounds, sck elements bodygroups) * Fixed performance degradation when player holds a non-TFA weapon in singleplayer * Added muzzleflash smoke toggle convar (Q -> Options -> Performance -> Use Muzzle Flash Smoke) ## 4.5.4.0 * Started work on new RT scope attachment base * Fixed silenced weapon shaking when Siminov's SWEP packs are installed * Added toggle for melee door destruction * Fixed customization keybind not opening the menu * Fixed viewmodel floating away with low MoveSpeed values * Fixed ironsights FOV compensation to be more consistent on all FOV values * Added SWEP.IronViewModelFOV parameter - SWEP.ViewModelFOV will be set to this when aiming down the sights ## 4.5.3.1 * Added icons for ammo entities ## 4.5.3.0 * Fixed presets in settings menu not working * Various Lua animation fixes * Added customization menu idle animation (and transitions) support ## 4.5.2.0 * Added keybinds! (Menu can be found at Q -> Options -> Keybinds) * Added looping fire support * Fixed shell casings scrape sounds (huge thanks to gmod_silent material for not working properly!) ## 4.5.1.1 * Fixed bugs with level transition and for bullets fired after player's death * Fixed looped fire sounds not working properly in P2P/listen servers ## 4.5.1.0 * Flashlights rework: added support for QC attachments of SCK elements and custom on/off sounds * Added TFA.AddSound function (simple wrapper for sound.Add) * Looping fire sound now updates correctly if changed while playing ## 4.5.0.3 * Fixed resetting viewmodel skin after switching weapon * Fixed Ironsights DoF blurring whole screen for 2D-scoped weapons * Fixed ballistics ConVars (dev branch is now safe to use again) ## 4.5.0.2 * Fixed the bug with first spawned weapon after map load not working ## 4.5.0.1 * Inspection VGUI now doesn't block the screen with mat_dxlevel < 90 * Ironsights convar now works properly again * Base explosives now can have custom bounce sound (ENT.BounceSound) * Crysis-like triangular crosshair, can be enabled in the "HUD / Crosshair" section ## 4.5.0.0 * Weapons can now have a working flashlight * Changed laser dot to appear as projected texture * Added attachment callbacks * Safety position is now separated from sprint one * Melee blocking works again * Base explosives now properly damage helicopters and gunships * Added jamming mechanics * Added CS:GO-like low ammo sound effect * Added bodygroup names support * Attachments can now have their own attach/detach sound * Added walk animations support (similar to sprint animations) * Bonemods are now working properly with blowback enabled * Fixed laser drawing behing worldmodel * Looped gunfire sound support added (Experimental) ## 4.4.2.1 * Changelog can be toggled off with sv_tfa_changelog ## 4.4.2.0 * New laser dots * Better ejection effects * AI melee support ## 4.4.1.0 * Patch: New smoke effects on muzzles and shells, which should hopefully eat less fps and look better ## 4.4.0.0 * Entire base linted * Fewer global variables * TFA attachment table moved to TFA.Attachments.Atts -- this will need an update to autopatching mods ## 4.3.8.1 * PATCH - Exploit regarding new C-Menu fix, viewmodel viewpunch made into a cvar ( it'll go down with recoil if disabled ) ## 4.3.8.0 * Reticules/lasers now colorable in context menu * Hold E as you hit your inspection key to access the context menu as normal ## 4.3.7.0 * Attachment UI now allows rows to affect the same category, and will break apart exceedingly large rows * Legacy attachment UI removed ## 4.3.6.0 * Muzzles + smoke updated, the latter taken from CS:GO ## 4.3.5.2 * Fixed shells networking * Fixed RT scope resolution autodetect * Added RT scope material proxy ## 4.3.5.1 * Fixed weapon bounce in new viewbob, increased intensity, smooth eye focus ## 4.3.5.0 * Cancelling an empty reload on a closed bolt weapon will play the first deploy and cock the gun upon next draw ## 4.3.4.1 * Fixed console spam with dropped weapons * Added ability to disable door destruction (thanks to Ralph) ## 4.3.4.0 * Viewbob tweaks ## 4.3.2.3 * More violent shell ejection; shell angle determined by eye angles ## 4.3.2.2 * Shells resized AGAIN and double-checked for accuracy this time using OBBMaxs()-OBBMins() ## 4.3.2.1 * SWEP.LuaShellEffect = "" disables the new tfa_shell stuff * Shells resized using actual math ## 4.3.2.0 * Added ability to override new shell effects * Fixed serverside modules/external files loader * Fixed LookupAttachment error for externally registered weapons * Fixed scope background blur working in thirdperson ## 4.3.1.0 * Shell hotfixes * Weapons no longer have airboat damage type, finally fixing ragdolls ## 4.3.0.0 * New shell ejection effects * New shell models (Soldier11's) * RT Scope Blur * New clientside options on the performance and scope panels ## 4.2.8.0 * Numerous bugfixes * Notably: FOV fixed in overlay-style scopes + shotgun timing fixes ## 4.2.7.9 * Inspection panel tweaks and performance fixes * New font for ammo hud and inspection panel * Fixed ironsight sway direction for flipped viewmodels ## 4.2.7.8 * Unload functions added ## 4.2.7.4 * ERROR SPAM HOTFIX ## 4.2.7.3 * Silenced inspection added ( ACT_VM_FIDGET_SILENCED = ACT_VM_FIDGET_SILENCED or ACT_RPG_FIDGET_UNLOADED ) * Have a one-time invitation to my Discord: https://discord.gg/Gxqx67n ## 4.2.6.5 * Added laser-dot trail convar ( thanks Yura ) ## 4.2.6.4 * Fixed Yura's crosshair nitpick ## 4.2.6.2 * Melee base prediction fixes ## 4.2.6.1 * Knife prediction improvements ( general melee to follow ) ## 4.1.7.0 * Bind detection system added ## 4.0.1.0 * TFA Base Rewrite * Numerous hotfixes, including ADS, sprint anims, etc. * DarkRP "fp" table no longer overwritten * External status support added * Reload sounds added ## 3.05.2.0 * Doors fixed for DarkRP ( probably ) * Silenced weapon inspection fixed * Idle animation timing improved * C-Key inspection fixed * Weapon stripping fixed * CVAR sv_tfa_door_respawn added ## 3.05.0.0 * Basic GMDUSK integration * Shotgun door-bust tweaked, improved, and fixed for DarkRP (hopefully) * Scopes fixed for DarkRP ( hopefully ) ## 3.01.2.0 * New group prompt added * Introduced bare-basics multilanguage support * Migrated global functions to a table * Miscelaneous quality of life improvements ## 3.01.1.0 * Added new cvars of mp_tfa_precach. Enable these to increase loading times but reduce lag and weapon spawn time. * Use console autocomplete instead of bothering me for the exact names! * Bugfix in setupmove fixed * Conflict message improved, displaying exact filepath for a conflicting tfa_loader * Lua particle handling fixed on invalid viewmodels * Other misc. bugfixes ## 3.0.0.1 * Shock damage no longer removes props * Fixed rendertargets * Further improved performance ## 3.0.0.0 * Entire TFA Base linted and micro-optimized * Performance holding a TFA Base gun is better compared to a HL2 gun ## 2.88.0.0 * Added SWEP.Primary.AmmoConsumption * Added extra revolver ejecteffect * Misc. bugfixes