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Releases: ClobberXD/gunslinger
Releases · ClobberXD/gunslinger
v0.24 (Pre-release 25)
- Ammo is something mods needs to register using the
gunslinger.register_ammo
API method.- Currently, ammo does not have any functional significance, and only support the
itemdef
field.
- Currently, ammo does not have any functional significance, and only support the
- Ammo finally has a proper texture.
- New API method
gunslinger.get_config
for mods to access a copy of gunslinger's internal config (includes stuff like default values, debug mode, etc.).
Changelog: v0.23-pre...v0.24-pre
v0.23 (Pre-release 24)
- Deferred Raycasting, out. Progressive Raycast, in.
- Progressive Raycast simulates the movement of each projectile along its trajectory on each server step.
- When a projectile intersects a target, the target is damaged by
config.base_dmg * def.dmg_mult
. - All objects are valid targets.
- TODO: Implement
on_hit
callback, and ignore default damage mechanics if callback is defined for a gun.
- Support for projectile particle texture has finally been added.
- If not explicitly specified in the gun def, the default projectile particle texture is used.
- Note: Gunslinger doesn't support asymmetric textures (e.g. textures that resemble actual bullets) out of the box.
- Determine debug mode from the
gunslinger.debug
setting instead of hard-coding it.
Changelog: v0.22-pre...v0.23-pre
v0.22 (Pre-release 23)
- Zoom and scoping mechanics have been implemented.
- New
config.debug
variable has been added, to allowgunslinger
to toggle debug-only features. This would be set totrue
by default, until thev1.0.0
release. - There have been some improvements to the structure and accuracy of the API documentation.
Changelog: v0.21-pre...v0.22-pre
v0.21 (Pre-release 22)
- WIP Gun Definition Table (GDT) sanitizer; throws error when a mandatory field hasn't been defined, and assigns default values to non-existent optional fields (e.g. sounds).
- Hardcoded headshot damage buff of 50% has been removed, for the following reasons:
- The head can vary depending on the model used, and hardcoding the head region with respect to the default MTG player model can get in the way of other mods and is generally a bad idea.
- Mods might want to do something thing else in addition to/instead of adding a damage buff, and a hardcoded damage buff will complicate things.
- With the following points in mind, it seems quite sensible to allow mods to detect headshots and take appropriate action all by themselves in a yet-to-be-implemented
on_hit
callback.
- Hardcoded scoping damage buff has been removed as it was temporary right from the beginning, serving as a placeholder until scoping in actually reduces inaccuracy while shooting, which has now been implemented.
Changelog: v0.20-pre...v0.21-pre
v0.20 (Pre-release 21)
Bug-fixes!
Checkout the full changelog here: v0.19-pre...v0.20-pre
v0.19 (Pre-release 20)
Recoil is now a thing! 🎉
Recoil can be tuned per-gun by adjusting the recoil_mult
field in the gun definition.
v0.18 (Pre-release 19)
- Improvements to spread, with respect to randomisation of projectile direction.
- Alias for
gunslinger:ammo
-ammo
.
v0.17 (Pre-release 18)
- We have support for multiple pellets per-round! Yay, shotguns! 🎉
- New field
pellets
to define number of pellets per-round.
- New field
- Guns can now implement inaccuracy by defining the
spread_mult
field. Defaults to 0. - Minor improvements and bug-fixes.
v0.16 (Pre-release 17)
- We have ammo! 🎉
- Current placeholder ammo texture taken from
shooter
mod by stujones11. - Guns can choose to register custom ammo by passing the item name to field
ammo
in gun definition. - Guns can also set a reload time by defining
reload_time
field in gun definition. Defaults to 3s to match default reload sound.
v0.15 (Pre-release 16)
- Important bugfix pertaining to automatic guns