Releases
v0.7b
Added
Added new convars to change the behavior of the armor
ttt_item_armor_block_headshots (default: 0)
- Block headshots. Thanks @TheNickSkater
ttt_item_armor_block_blastdmg (default: 0)
- Block blast damage. Thanks @Pustekuchen98
Added essential items: 8 different types of items that are often used in other addons. You can remove them from the shop if you don't like them.
Added server proxy for EPOP:AddMessage()
Added PrintMessage
overwrites so this function now uses TTT2 systems
Added a new HUD element to show information about an ongoing revival to the player that is revived
Added a load of functions to the spawn
scope that can be used by addons
Added a thermal vision module, which can be used by addons to render entities with a thermal vision effect
Added a few door related hooks and convenience functions
Added entityOutputs library to register map entity outputs easier
Added speed handling system based on the TTTPlayerSpeedModifier
hook
Added a convenience function for the creation of radar points: RADAR.CreateTargetTable(ply, pos, ent, color)
Added the possibility to change the radar time by either setting ROLE.radarTime
or calling RADAR.SetRadarTime(ply, time)
Added two new convars to change the confirmation behaviour
ttt2_confirm_detective_only (default: 0)
- Everybody can search the corpse, but only detectives can confirm them
ttt2_inspect_detective_only (default: 0)
- Only detectives can search and confirm corpses
Changed
Added Infinity Gauntlet SEWP to buggy addons list (interferes with the sprinting system)
Remove GetWeapons and HasWeapon overrides (see Facepunch/garrysmod#1648 )
Improved role module to also use isAbstract
instead of a base role class name
Migrated the HUDManager settings to the new network sync system
Renamed TTT2NET
to ttt2net
and removed unnecessary self references
The ttt2net
library can now also synchronize small to medium sized tables (adds the metadata type "table")
Reworked the old DNA Scanner
New world- and viewmodel with an interactive screen
Removed the overcomplicated UI menu (simple handling with default keys instead)
The new default scanner behavior shows the direction and distance to the target
Changed TargetID colors for confirmed bodies
Improved the plymeta:Revive()
function
Added a revive position argument
revive makes now sure the position is valid and the player is not stuck in the wall
Improved the player spawn handling
Moved radar handling from client to server
Reworked the event popup
texts can now be blocking or non blocking
there's now a popup queue
popups are now also shown to dead players as well
Refactored the role selection code to reside in its own module and cleaned up the code
Refactored some internal functions in CLSCORE to prevent errors (thanks @Kefta )
Moved CLSCORE event report syncing to the new net.SendStream / net.ReceiveStream functions
Fixed
Fixed round info (the top panel) being displayed in other HUDs
Fix GetEyeTrace override (see Facepunch/garrysmod#1647 )
Fixed an error with the pickup system in singleplayer
Fixed propsurfing with the magneto stick
Fixed healthstation TargetID text
Fixed keyinfo for doors where no key can be used
Spawn points that have no solid ground beneath will be ignored
Fixed role selection issues with subroles not properly replacing their baserole etc.
Fixed map lock/unlock trigger of doors not updating targetID
Fixed roles having sometimes the wrong radar color
Fixed miniscoreboard update issue and players not getting shown when entering force-spec mode
Fixed the CLSCORE window being too small for large winning team titles (will now adjust on demand)
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