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Changelog August 3rd 2025
Vuthakral edited this page Aug 3, 2025
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Internal: New function
DRC:AdaptiveLerp()-- interpolate between two values, but compare the min/max to determine which is which for dynamic inputs. -
Internal: New function
DRC:UnLerp(point, start, end)-- Gets the fraction value between two points. Intended to determine the fraction between two numbers. I.e. between 0 and 100, 52 is/returns 0.52. - Internal: Lots of micro-optimizations.
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Internal: Added internal pointer
DRC.LocalPlayerand updated most main systems to utilize this, cutting down on a ton of function calling overhead. - Weapon Base: Fixed many screwy visual effects (namely camera related ones) in multiplayer.
- Weapon Base: Fixed gun melees triggering a fake gunshot on the player's end in multiplayer.
- Weapon Base: Attempt fix at ACT_LAND failing to trigger for gun-based weapons.
- Weapon Base: Fixed predictive firing being iffy on playing sounds & effects in multiplayer.
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Projectile Base:
ENT.AffectedByWaterwhen set tofalsenow has projectiles ignore the physics engine when they are submerged, causing them to continue/project in a linear path. -
Playermodel Extensions: Added
drc_voicechattingposeparameter. Scales binary as 0 or 1 dependent on if a player is voice chatting or not. Intended for adding a looping overlay animation that plays whenever the player is voice chatting. -
Material Proxies:
drc_FunctionA/B/C/Dnow support min2/max2 & min3/max3 -
Material Proxies: New material proxy
drc_WaterFog-- Used for interpolating between two fog setups based on vertical world height of the local player. -
Material Proxies: New material proxy
drc_LightGlow-- Uses a dot product to determine the intensity of a resultvar (defaults to $color2). This is effectively for "lens flares" of a sort. Parameters are as follows: -
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$drc_lightglow_colour "[ 1 1 1 ]"-- colour of the effect.
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$drc_lightglow_fov 180-- FOV of the effect.
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$drc_lightglow_attachment "eyes"-- name of the attachment to use as a position/angle reference for the effect. Optional. If not defined it will use the entity's root position & eyeangles.
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- proxy var
toggle 1to make it show/hide based on the player's flashlight for playermodels, or for when ADS is active for weapons.
- proxy var
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- proxy var
innerfadestart 1000to set the minimum distance before the effect begins to fade out the closer you get to it.
- proxy var
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- proxy var
innerfadeend 10to set the maximum distance before the effect falls off to zero from being too close.
- proxy var