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Changelog May 30th 2026

Vuthakral edited this page May 30, 2026 · 1 revision
  • 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 +attack3 keybind. 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:
    • SWEP.PickupSpin = false - Set to true to enable oldschool video game style "spinning bouncy pickup" behaviour.
    • SWEP.PickupSpinHeight = 20 - How far off the ground the weapon should hover when spinning.
    • SWEP.PickupSpinBobbing = 1 - Multiplier for the effect of bobbing up & down.
    • SWEP.PickupSpinBobSpeed = 1 - Multiplier for the speed of the bobbing effect.
    • SWEP.PickupSpinSpeed = 1 - Multiplier for the speed of the spinning effect.
    • SWEP.PickupScale = 1.25 - Multiplier for the scale of the worldmodel when spinning.
  • 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")
  • Weapon Base: Fixed an oversight which caused manually-loading weapons to never trigger the DoCustomReloadEndEvents function.
  • Weapon Base: Fixed SWEP.AnimSpeeds table not affecting manual reload timers.
  • Weapon Base: Fixed the annoying inconsistent display of reserve ammo when manually reloading.
  • Weapon Base/Attachment Base: Fixed setting SplashDoBlast from 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.
  • 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.
  • 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 = true to not function unless GravitySphere was also non-zero. These two settings are now independent of one another.
  • Thirdperson: Added a minimalistic basepoint option 4 which 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.
  • Material Proxies: Rewrote the old drc_CurHeat material proxy to fix issues with entity-bleedage causing older addons /weapons to share curheat logic unintentionally; also fixes the bad lerp.

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