Dog
16.12.2008, 20:00
A nice little Christmas patch. Sorry, no change to the Left 4 Dead Engine, but some fixes that I know a lot of you will appreciate.
Fixed huge SWEP prediction errors
Fixed color_correction watching the wrong player
Fixed low FPS and checker when missing underwater overlay
Fixed broken seat pose after duplication
Prevented props from distance fading in DX7 mode
Fixed fast weapon firing exploit by switching weapons
Disabled RT creation via GetRenderTarget (Speeds up loadtimes dramatically)
Fixed maps with uppercase names not getting categorized properly
Fixed exploits (thanks AzuiSleet)
Disabled weapons auto reloading while holstered
Fixed free roaming spectators colliding with ladders
Removed console spam on high speed player
Fixed Lua ConCommand autocomplete always missing the last item
Fixed secondary ammo not showing
Added callback GM:PlayerSpray( ply )
Added Player:GetFriendStatus()
Fixed bf.Reset()
Added PrecacheParticleSystem( name )
There's a few things I feel I'll need to explain here, so I'll get it out of the way now.
The SWEP prediction errors. This fixes bugs where in a multiplayer game your gun would appear to fire multiple rounds. This was a pretty big problem. Lua codes should be aware that the clientside version of the SWEP think functions (including PrimaryFire, Reload etc) may get called more than once. So any logic you do here that you only want to run once should be encased in a "if IsFirstTimePredicted (http://wiki.garrysmod.com/wiki/?title=G.IsFirstTimePredicted)()".
Lua Coders can no longer create Render Targets in game. The problem is that in the Source engine when a RT is created it unloads all the textures and loads them again. This was leading to incredibly long loadtimes, and was unacceptable. You can still create RT's, but they have to be created when the game starts. Check out "garrysmod/settings/render_targets/".
[...]
Weiterlesen... (http://www.garrysmod.com/?dont_buff_my_pylon=880)
Fixed huge SWEP prediction errors
Fixed color_correction watching the wrong player
Fixed low FPS and checker when missing underwater overlay
Fixed broken seat pose after duplication
Prevented props from distance fading in DX7 mode
Fixed fast weapon firing exploit by switching weapons
Disabled RT creation via GetRenderTarget (Speeds up loadtimes dramatically)
Fixed maps with uppercase names not getting categorized properly
Fixed exploits (thanks AzuiSleet)
Disabled weapons auto reloading while holstered
Fixed free roaming spectators colliding with ladders
Removed console spam on high speed player
Fixed Lua ConCommand autocomplete always missing the last item
Fixed secondary ammo not showing
Added callback GM:PlayerSpray( ply )
Added Player:GetFriendStatus()
Fixed bf.Reset()
Added PrecacheParticleSystem( name )
There's a few things I feel I'll need to explain here, so I'll get it out of the way now.
The SWEP prediction errors. This fixes bugs where in a multiplayer game your gun would appear to fire multiple rounds. This was a pretty big problem. Lua codes should be aware that the clientside version of the SWEP think functions (including PrimaryFire, Reload etc) may get called more than once. So any logic you do here that you only want to run once should be encased in a "if IsFirstTimePredicted (http://wiki.garrysmod.com/wiki/?title=G.IsFirstTimePredicted)()".
Lua Coders can no longer create Render Targets in game. The problem is that in the Source engine when a RT is created it unloads all the textures and loads them again. This was leading to incredibly long loadtimes, and was unacceptable. You can still create RT's, but they have to be created when the game starts. Check out "garrysmod/settings/render_targets/".
[...]
Weiterlesen... (http://www.garrysmod.com/?dont_buff_my_pylon=880)