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Changelog May 30th 2026
Vuthakral edited this page May 30, 2026
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1 revision
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Weapon Base: Added function
SWEP:NoclipTrigger(ply, state). Returns true by default. Return false to prevent noclip with this weapon active. Intended to give weapon developers an extra trigger context for custom code. -
Weapon Base/Menu: Added function
SWEP:TertiaryAttack(). Triggers with+attack3keybind. No default use in code, exists for SWEP authors to have an extra input for custom code. Added to Draconic menu controls list. -
Weapon Base: Added
SWEP.ManualReloadAmount = 1. Amount of ammo to be loaded per manual reload loop. -
Weapon Base: Added
SWEP.ManualReloadCost = 1. Amount of ammo to be taken from the player per manual reload loop. Remainder in the event of overflow will be negated. - Weapon Base: Added the following settings for weapons when they are in the world & motionless:
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SWEP.PickupSpin = false- Set to true to enable oldschool video game style "spinning bouncy pickup" behaviour.
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SWEP.PickupSpinHeight = 20- How far off the ground the weapon should hover when spinning.
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SWEP.PickupSpinBobbing = 1- Multiplier for the effect of bobbing up & down.
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SWEP.PickupSpinBobSpeed = 1- Multiplier for the speed of the bobbing effect.
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SWEP.PickupSpinSpeed = 1- Multiplier for the speed of the spinning effect.
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SWEP.PickupScale = 1.25- Multiplier for the scale of the worldmodel when spinning.
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- Weapon Base: Fixed a harmless but annoying error that could occur if a manually-reloading weapon loop occurred after the weeapon was removed.
- Weapon Base: Fixed typo resulting in default melee hits having no audio ("hl2meleehard" -> "meleehard")
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Weapon Base: Fixed an oversight which caused manually-loading weapons to never trigger the
DoCustomReloadEndEventsfunction. -
Weapon Base: Fixed
SWEP.AnimSpeedstable not affecting manual reload timers. - Weapon Base: Fixed the annoying inconsistent display of reserve ammo when manually reloading.
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Weapon Base/Attachment Base: Fixed setting
SplashDoBlastfrom applying insane velocities. This was caused by a change to how damage was calculated a long while back but went unnoticed. - Projectile Base: Went back and optimized a lot of old code that has sat stagnant for years.
- Projectile Base: Fixed annoying clientside errors that were thankfully harmless that could appear if very specifically configured projectiles hit NextBots.
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Projectile Base: New internal variable
ENT.HasImpacted = true/false. Gets set to true after a projectile impacts. Useful for sticky-type projectiles. -
Projectile Base: New function
ENT:ShrinkAway(time, bool doremove). Shrinks the projectile away to zero & then removes it. -
Projectile Base: New settings
ENT.ShrinksAway = false&ENT.ShrinkTime = 3. Used to make projectiles "shrink away" when they're about to be removed from almost reaching their lifetime. - Projectile Base: Tweaked how physics force is applied from blast pressure, no more sudden snapping of physics forces.
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Projectile Base: Added setting
ENT.CanPushNextBots = false. Set to true to make projectiles with blast pressure launch nextbots via forcing them to jump & setting their locomotion velocity. -
Projectile Base: Fixed a logic failure that caused
ENT.DoesRadialDamage = trueto not function unless GravitySphere was also non-zero. These two settings are now independent of one another. -
Thirdperson: Added a minimalistic basepoint option
4which circumvents all thirdperson code and just puts the camera at the position of the "eyes" attachment on the player/target entity. Still uses angle parameters such as lerp. - Thirdperson: Fixed the annoying but harmless error that would occur when the game is tabbed out before it finishes loading in.
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Material Proxies: Rewrote the old
drc_CurHeatmaterial proxy to fix issues with entity-bleedage causing older addons /weapons to share curheat logic unintentionally; also fixes the bad lerp.