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Changelog August 3rd 2025

Vuthakral edited this page Aug 3, 2025 · 1 revision

This update is semi-rushed so new features may be subject to change.

  • 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.
  • Internal: Added internal pointer DRC.LocalPlayer and 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.
  • Projectile Base: ENT.AffectedByWater when set to false now has projectiles ignore the physics engine when they are submerged, causing them to continue/project in a linear path.
  • Playermodel Extensions: Added drc_voicechatting poseparameter. 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/D now 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:
    • $drc_lightglow_colour "[ 1 1 1 ]" -- colour of the effect.
    • $drc_lightglow_fov 180 -- FOV of the effect.
    • $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.
    • proxy var toggle 1 to make it show/hide based on the player's flashlight for playermodels, or for when ADS is active for weapons.
    • proxy var innerfadestart 1000 to set the minimum distance before the effect begins to fade out the closer you get to it.
    • proxy var innerfadeend 10 to set the maximum distance before the effect falls off to zero from being too close.

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