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TFA Base Changelog (OBSOLETE)

All base documentation has moved to it's own GitHub repo: https://github.com/YuRaNnNzZZ/TFA-SWEP-Base-Documentation

This Gist will not be updated anymore.

This is an archive of changelog messages from tfa_loader.lua.

4.7.4.2

  • Addressed even more 3D scopes issues

4.7.4.1

  • Fixed 3D scope failing to work in certain cases

4.7.4.0

  • Ironsights DoF focus attachment can be changed properly now
  • Various improvements to tfa_3dscoped_base (fixed mouse sensitivity compensation, angle transforms no longer require QC attachment)
  • Removed option to disable 3D scopes
  • Updated contributor credits

4.7.3.0

  • New default melee bash sounds
  • Fix for bone modifying addons not working with weapons that don't have viewmodel elements (mostly affecting melee weapons)
  • Keybind for silencer toggle

4.7.2.0

  • Attachments selection now persists across sessions (save/restore)
  • Gun sway direction can now be inverted (instead of using inverted gun bob value)
  • Added menu options for disabling attachments and randomized attachments selection for NPCs
  • Crosshair team highlight colors can now be customized
  • Base settings will use improved color selector when DLib is installed
  • Slight adjustments to About tab (removed broken links, added latest changes display, names of all contributors and support Discord server link)

4.7.1.3

  • Hotfix for broken 3D scopes and non-enforced VM options

4.7.1.2

  • Fixed friendly NPCs not highlighted by crosshair color
  • Added min/max values to many console variables. Yes, this is probably why your weapon was "invisible" (it's a good idea to check the FOV multiplier in viewmodel settings and make sure it's set at 1)

4.7.1.1

  • Knife-based weapons are now properly lag-compensated
  • Crosshair team color rework: now shows proper team for NPCs and can be turned off for players (default for TTT)
  • Fixed weapon carry slowdown not being able to be disabled properly
  • Added hook for attachment detaching

4.7.1.0

  • Fixed bullet force value being completely ignored in favor of autocalculated one
  • Various inspection menu improvements (localized weapon type, multiline description with word wrap)
  • Fixed attachments not syncing properly from NPCs and other players
  • Fixed skins not updating on worldmodels

4.7.0.5

  • Fixed attachments not being synchronized properly from server in multiplayer

4.7.0.4

  • Updated low and last ammo sounds, added more types (including unused ones, examples are in the weapon template) and improved autodection.

4.7.0.3

  • Fixed legacy weapons patcher giving an error when weapon's code couldn't be read

4.7.0.2

  • Fixed ironsights position evaluator generating errors in some cases
  • Fixed flat reticle not being scaled by screen height when it's not scaled by aim progress
  • Added chat reminder to clueless users who only installed the base without any weapons

4.7.0.1

  • Added TFA_Bullet_Penetrate hook
  • Fixed 3D scoped weapons being zoomed in too much
  • Fixed ironsights toggle convar not working properly

4.7.0.0

  • Semi-Breaking change: Implemented gun revision tracking (but should be backward compatible)
  • Tickrate independent RPM (for all your roleplaying at 10 ticks needs)
  • Stencil sights native support (with 2D, model and quad reticles)
  • Ironsights position resolver (WIP)
  • Additional SCK features (translucency workaround toggle and attachment parent point)
  • Weapons now emit sound hints (for engine NPCs)
  • Primary.DisplaySpread / Primary.DisplayIronSpread toggle
  • Spread recovery delay (per weapon, not present by default)
  • Default attachments option (equipped on deselect)
  • Various fixes, QoL changes and improvements (check commit history on GitLab)
  • Expanded documentation (lua/tfa/documentation and template)

4.6.1.1

  • Fixed idle animation not updating correctly for ironsights
  • Fixed inspection screen not appearing in some circumstances
  • Improved flashlight toggle prediction
  • Fixed some grenades throwing an error if "ready" animation is missing

4.6.1.0

  • BaseClass tables are now unpacked to current weapon class (fixes TFA NMRIH Chainsaw)
  • Reorganized weapon base files
  • Added responsive ironsights mode (click to toggle, hold to hold)
  • Fixed being unable to reload if timescale value is too high
  • Fixed centering of triangular crosshair
  • Range is now converted to LUT automatically, removed legacy range option
  • Fixed damage falloff range display

4.6.0.7

  • Fixed crouching state not being recognized without holding a key
  • Fixed bullet ballistics. Again.

4.6.0.6

  • Added viewmodel viewpunch toggle settings
  • Fixed crashing when addons call SWEP:Initialize out of order
  • Fixed bullet ballistics for NPCs not working
  • Fixed procedural reloads
  • Sped up ironsights/scope FOV change

4.6.0.5

  • Added a workaround for old weapons that override SWEP:Think function without baseclass call

4.6.0.4

  • Fixed nZombies weapons sharing ammo types

4.6.0.3

  • Fixed viewmodel snapping to idle position on procedural holster end

4.6.0.2

  • Fixed nZombies compatibility (only original nZ version was tested)

4.6.0.1

  • Fixed shotgun spread not working properly with ballistics enabled
  • Fixed some weapons failing to initialize missing attachments table
  • Fixed DoAmmoCheck error when weapon stripping is enabled

4.6.0.0

  • HUGE optimization and prediction improvements
  • Better recoil and viewpunch, all configurable
  • New nearly-empty (and empty) magazine click sounds
  • Proper NPC support (custom tracers/projectiles, random attachments)
  • Redone Inspection GUI (scaled fonts and elements, hooks, overrides)
  • Improved damage falloff (LUT falloff with variable calculation methods)
  • ADS reload animation support (like in CAWODOOTY! favorite gaem!!!)
  • Hybrid blowback animation (allowing model animation to play)
  • Crouched viewmodel offset position
  • Full sequence-based weapons support
  • Silenced empty/last fire animation support
  • Each animation can contain values for each case (like in SWEP.PumpAction, etc)
  • New viewmodel position/angles interpolation techniques

4.5.8.0

  • Added material proxy for tinting envmaps with ambient lighting (TFA_CubemapTint)
  • Added option to debug currently playing anination (Admin-only)

4.5.7.1

  • Fixed networked menu not working in Local/P2P servers

4.5.7.0

  • Added localization support. English and Russian locales are bundled by default.
  • Fixed weapons not spawning in TTT (by Anairkoen Schno)
  • Blocked new ammo pickups (SMG grenades) from being pocketed in DarkRP

4.5.6.0

  • Added ammo entities for SMG grenades (1 and 5 grenades for small and large pickups)
  • Server settings menu now work in multiplayer (rewritten to use networked controls)

4.5.5.1

  • Fixed non-ballistics bullet tracers for akimbo weapons
  • Added bash damage display to inspection screen (when available)

4.5.5.0

  • Added TFA_BulletPenetration hook, called when bullet hits/penetrates a surface
  • Reverted ironsights FOV compensation changes - new compensation only applies to viewmodels now
  • Exposed more variables to stat cache (various sounds, sck elements bodygroups)
  • Fixed performance degradation when player holds a non-TFA weapon in singleplayer
  • Added muzzleflash smoke toggle convar (Q -> Options -> Performance -> Use Muzzle Flash Smoke)

4.5.4.0

  • Started work on new RT scope attachment base
  • Fixed silenced weapon shaking when Siminov's SWEP packs are installed
  • Added toggle for melee door destruction
  • Fixed customization keybind not opening the menu
  • Fixed viewmodel floating away with low MoveSpeed values
  • Fixed ironsights FOV compensation to be more consistent on all FOV values
  • Added SWEP.IronViewModelFOV parameter - SWEP.ViewModelFOV will be set to this when aiming down the sights

4.5.3.1

  • Added icons for ammo entities

4.5.3.0

  • Fixed presets in settings menu not working
  • Various Lua animation fixes
  • Added customization menu idle animation (and transitions) support

4.5.2.0

  • Added keybinds! (Menu can be found at Q -> Options -> Keybinds)
  • Added looping fire support
  • Fixed shell casings scrape sounds (huge thanks to gmod_silent material for not working properly!)

4.5.1.1

  • Fixed bugs with level transition and for bullets fired after player's death
  • Fixed looped fire sounds not working properly in P2P/listen servers

4.5.1.0

  • Flashlights rework: added support for QC attachments of SCK elements and custom on/off sounds
  • Added TFA.AddSound function (simple wrapper for sound.Add)
  • Looping fire sound now updates correctly if changed while playing

4.5.0.3

  • Fixed resetting viewmodel skin after switching weapon
  • Fixed Ironsights DoF blurring whole screen for 2D-scoped weapons
  • Fixed ballistics ConVars (dev branch is now safe to use again)

4.5.0.2

  • Fixed the bug with first spawned weapon after map load not working

4.5.0.1

  • Inspection VGUI now doesn't block the screen with mat_dxlevel < 90
  • Ironsights convar now works properly again
  • Base explosives now can have custom bounce sound (ENT.BounceSound)
  • Crysis-like triangular crosshair, can be enabled in the "HUD / Crosshair" section

4.5.0.0

  • Weapons can now have a working flashlight
  • Changed laser dot to appear as projected texture
  • Added attachment callbacks
  • Safety position is now separated from sprint one
  • Melee blocking works again
  • Base explosives now properly damage helicopters and gunships
  • Added jamming mechanics
  • Added CS:GO-like low ammo sound effect
  • Added bodygroup names support
  • Attachments can now have their own attach/detach sound
  • Added walk animations support (similar to sprint animations)
  • Bonemods are now working properly with blowback enabled
  • Fixed laser drawing behing worldmodel
  • Looped gunfire sound support added (Experimental)

4.4.2.1

  • Changelog can be toggled off with sv_tfa_changelog

4.4.2.0

  • New laser dots
  • Better ejection effects
  • AI melee support

4.4.1.0

  • Patch: New smoke effects on muzzles and shells, which should hopefully eat less fps and look better

4.4.0.0

  • Entire base linted
  • Fewer global variables
  • TFA attachment table moved to TFA.Attachments.Atts -- this will need an update to autopatching mods

4.3.8.1

  • PATCH - Exploit regarding new C-Menu fix, viewmodel viewpunch made into a cvar ( it'll go down with recoil if disabled )

4.3.8.0

  • Reticules/lasers now colorable in context menu
  • Hold E as you hit your inspection key to access the context menu as normal

4.3.7.0

  • Attachment UI now allows rows to affect the same category, and will break apart exceedingly large rows
  • Legacy attachment UI removed

4.3.6.0

  • Muzzles + smoke updated, the latter taken from CS:GO

4.3.5.2

  • Fixed shells networking
  • Fixed RT scope resolution autodetect
  • Added RT scope material proxy

4.3.5.1

  • Fixed weapon bounce in new viewbob, increased intensity, smooth eye focus

4.3.5.0

  • Cancelling an empty reload on a closed bolt weapon will play the first deploy and cock the gun upon next draw

4.3.4.1

  • Fixed console spam with dropped weapons
  • Added ability to disable door destruction (thanks to Ralph)

4.3.4.0

  • Viewbob tweaks

4.3.2.3

  • More violent shell ejection; shell angle determined by eye angles

4.3.2.2

  • Shells resized AGAIN and double-checked for accuracy this time using OBBMaxs()-OBBMins()

4.3.2.1

  • SWEP.LuaShellEffect = "" disables the new tfa_shell stuff
  • Shells resized using actual math

4.3.2.0

  • Added ability to override new shell effects
  • Fixed serverside modules/external files loader
  • Fixed LookupAttachment error for externally registered weapons
  • Fixed scope background blur working in thirdperson

4.3.1.0

  • Shell hotfixes
  • Weapons no longer have airboat damage type, finally fixing ragdolls

4.3.0.0

  • New shell ejection effects
  • New shell models (Soldier11's)
  • RT Scope Blur
  • New clientside options on the performance and scope panels

4.2.8.0

  • Numerous bugfixes
  • Notably: FOV fixed in overlay-style scopes + shotgun timing fixes

4.2.7.9

  • Inspection panel tweaks and performance fixes
  • New font for ammo hud and inspection panel
  • Fixed ironsight sway direction for flipped viewmodels

4.2.7.8

  • Unload functions added

4.2.7.4

  • ERROR SPAM HOTFIX

4.2.7.3

  • Silenced inspection added ( ACT_VM_FIDGET_SILENCED = ACT_VM_FIDGET_SILENCED or ACT_RPG_FIDGET_UNLOADED )
  • Have a one-time invitation to my Discord: https://discord.gg/Gxqx67n

4.2.6.5

  • Added laser-dot trail convar ( thanks Yura )

4.2.6.4

  • Fixed Yura's crosshair nitpick

4.2.6.2

  • Melee base prediction fixes

4.2.6.1

  • Knife prediction improvements ( general melee to follow )

4.1.7.0

  • Bind detection system added

4.0.1.0

  • TFA Base Rewrite
  • Numerous hotfixes, including ADS, sprint anims, etc.
  • DarkRP "fp" table no longer overwritten
  • External status support added
  • Reload sounds added

3.05.2.0

  • Doors fixed for DarkRP ( probably )
  • Silenced weapon inspection fixed
  • Idle animation timing improved
  • C-Key inspection fixed
  • Weapon stripping fixed
  • CVAR sv_tfa_door_respawn added

3.05.0.0

  • Basic GMDUSK integration
  • Shotgun door-bust tweaked, improved, and fixed for DarkRP (hopefully)
  • Scopes fixed for DarkRP ( hopefully )

3.01.2.0

  • New group prompt added
  • Introduced bare-basics multilanguage support
  • Migrated global functions to a table
  • Miscelaneous quality of life improvements

3.01.1.0

  • Added new cvars of mp_tfa_precach. Enable these to increase loading times but reduce lag and weapon spawn time.
  • Use console autocomplete instead of bothering me for the exact names!
  • Bugfix in setupmove fixed
  • Conflict message improved, displaying exact filepath for a conflicting tfa_loader
  • Lua particle handling fixed on invalid viewmodels
  • Other misc. bugfixes

3.0.0.1

  • Shock damage no longer removes props
  • Fixed rendertargets
  • Further improved performance

3.0.0.0

  • Entire TFA Base linted and micro-optimized
  • Performance holding a TFA Base gun is better compared to a HL2 gun

2.88.0.0

  • Added SWEP.Primary.AmmoConsumption
  • Added extra revolver ejecteffect
  • Misc. bugfixes
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