2
0
tfa-base-docs-localization/CHANGELOG.md
2025-03-02 17:18:57 +03:00

500 lines
19 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# 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