Releases: TTT-2/TTT2
Releases · TTT-2/TTT2
v0.11.5b
Added
- Reworked our simplified Dropdowns MakePanel
PANEL:MakeComboBox(data)
version - Added possibility to manipulate serverside ConVars with Dropdowns. Just add .serverConvar with the conVarName to the given data similar to .convar
- .serverConVar and .conVar are also supported
- data.choices can now be a table containing
{title, value, select, icon, additionalData}
- data.selectValue is added, use it instead of data.selectName to choose the value you set
- data.selectTitle is added and shall replace data.selectName
- New setting to disable session limits entirely. (by @Reispfannenfresser)
- Added
GM:TTT2AdminCheck
hook - Replaced all
IsSuperAdmin()
checks with this hook - This hook can be used to allow custom usergroups through these checks
- Added convars to modify how fall damage is applied
ttt2_falldmg_enable (default: 1)
toggles whether or not to apply fall damage at allttt2_falldmg_min_velocity (default: 450)
sets the minimum velocity threshold for fall damage to occurttt2_falldmg_exponent (default: 1.75)
sets the exponent to increase fall damage in relation to velocity- All these convars can also be adjusted in the F1->Administration->Player Settings menu
- Added portuguese translation
- Added a
database
library, that handles shared Interaction with the sql database
Breaking Changes
- Reworked Dropdowns Panel
DComboBoxTTT2
itself PANEL:AddChoice(title, value, select, icon, data)
now uses the second argument as value string for setting convars, use the fifth argument for special data insteadPANEL:ChooseOption(title, index, ignoreConVar)
is deprecated and no longer chooses the displayed text, only per index- Reworked our simplified Dropdowns MakePanel
PANEL:MakeComboBox(data)
version data.OnChange(value, additionalData, comboBoxPanel)
is now called with the two important arguments at first. They are the value that e.g. convars are set, the additionalData and the Panel
Changed
- Corrected incorrect translation (by @sbzlzh)
- Optimized damage indicator vgui images to be smaller
- Improved hotreload of TTT2 roles library with RoleList not being global
Fixed
- Fixed addon compatibility checker fussing over disabled addons
- Fixed ammo entities blocking
+use
traces - Fixed double call of
GM:TTT2UpdateTeam
, when a role change leads to a team change
v0.11.4b
Changed
- Updated Japanese translation (by @westooooo)
- Switched from the voicerecord commands to the GMod permission system due to a recent GMod update breaking the old voice chat
v0.11.3b
Fixed
- Fixed Equipment-Editor not showing the current synced values, but the cached ones
Changed
- Changed serverConVars not indexing with 0 in tables (could cause issues when iterating)
v0.11.2b
Fixed
- Fixed correct role Karma multipliers used in Karma-module
v0.11.1b
Added
- Added four new Karma multipliers as role variables. They are applied after all other Karma calculations are done:
ROLE.karma.teamKillPenaltyMultiplier
: The multiplier that is used to calculate the Karma penalty for a team killROLE.karma.teamHurtPenaltyMultiplier
: The multiplier that is used to calculate the Karma penalty for team damageROLE.karma.enemyKillBonusMultiplier
: The multiplier that is used to calculate the Karma given to the killer if a player from an enemy team is killedROLE.karma.enemyHurtBonusMultiplier
: The multiplier that is used to calculate the Karma given to the attacker if a player from an enemy team is damaged
Fixed
- Fixed
ply:Give(weapon)
to work again, when weapons are cached, fixing the spawneditor to work again - Fixed spawneditor not causing errors, when going through walls due to many steps
- Set default traitor button variable back to 0
- Fixed unchanged or unscaled damage being sent to the client, leading to a wrongly working damage-overlay
v0.11.0b
Added
- Added the hook
GM:TTT2CalledPolicingRole
that is called after all policing role players were called to a corpse - Added all TTT2 convars into the F1 menu
- most convars are located in the
administration
menu - equipment specific settings can be found in the
edit equipment
menu - Added icon to the magneto stick
- Added the function
AddToSettingsMenu
to bothSWEP
andITEM
to add settings to the equipment menu - Added the role flag
.isOmniscientRole
; if set to true the role is able to see missing in action players and the haste mode time - Added
GM:TTT2ModifyOverheadIcon
to add, remove or modify the overhead icons of players
Fixed
- Fixed that every policing player could be called to a corpse, this is now again restricted to alive only players
- Fixed inconsistency between
.disabledTeamChatRecv
and.disabledTeamChatRec
- Fixed non-public policing roles having hats and therefore confirming them
- Fixed triggered spawns on maps like
ttt_lttp_kakariko_a5
with the vases andttt_mc_jondome
with the chests - Fixed roleselection layering with base roles to ensure layer order is considered correctly when selecting roles
- Fixed hotreloading items
- Fixed random playermodel selection on map change not working
- Fixed
ply:Give
sometimes picking up all surrounding weapon entities, if auto pickup is enabled - Fixes weapon pickup sometimes causing floating weapons
- Fixes weapon pickup sometimes failing if a weapon with the same class as a weapon in the inventory should be picked up
Changed
- All public policing roles now appear as detectives in the chat
- Change blocking revival mode from
true
/false
to REVIVAL_BLOCK_NONE
: don't block the winning condition during the revival process [default, previouslynil
/false
]REVIVAL_BLOCK_AS_ALIVE
: only block the winning condition, if the player being alive would change the outcome [previouslytrue
]REVIVAL_BLOCK_ALL
: block the winning condition until the revival process is ended- the old arguments still work, they are automatically converted
- Changed logs folder to
terrortown/logs/
to be inline with everything else - Added more role agnostics
- voice drain rate is now no longer bound to Detectives but to all public policing roles
- Karma multiplier is now no longer bound to Detectives but to all public policing roles
- all non-innocent roles are now able to pin ragdolls if enabled (previous only Traitors could do this)
- Overhead icons are now also either colored black or white depending on the role's color
Breaking Changes
- Renamed some convars to be inline with our
opt-in style
, all values were changed so that the default value is kept ttt_no_prop_throwing
is nowttt_prop_throwing
ttt_limit_spectator_chat
is nowttt_spectators_chat_globally
ttt_no_nade_throw_during_prep
is nowttt_nade_throw_during_prep
ttt_armor_classic
is nowttt_armor_dynamic
v0.10.3b
Fixed
- Fixed the hook scope in the disguiser causing an error
- Fixed the classic entity spawn mode breaking on maps without all three spawn types
- Fixed weapons not using their average firerate with a tickrate dependent fix. Function
SWEP:SetNextPrimaryFire(nextTime)
was overwritten with our fixSWEP:SetNextPrimaryFire(nextTime, skipTickrateFix)
Changed
- Added new param
skipTickrateFix
toSWEP:SetNextPrimaryFire(nextTime, skipTickrateFix)
to skip our inbuilt tickrate fix
v0.10.2b
Added
- Added a new hook
GM:TTT2ModifyRadioTarget
to modify the current radio target - Added documentation to all hooks
Fixed
- Fixed the reset button not working for Sliders in the F1 Menu
- Fixed defuser only working for detectives
- Fixed some weapon packs like ArcCW to be working again, weapons are now initialized with ttt2 variables after the
InitPostEntity
hook
Note: This might only take effect after a reinstall or a reset of the server; if you don't want to reset your server, you have to change the spawnability manually in the equipment editor or delete the sql table "ttt2_items" of the sv.db to force a reset only on equipment
Changed
- Changed the Sliders to only update after dragging ends, no matter where you clicked on the slider before dragging
- Changed
TTTPlayerUsedHealthStation
hook, returnfalse
to cancel health regeneration tick - Changed all C4 hooks to be cancelable
Removed
- Removed old concommand
shopeditor
and the old shopeditor
Breaking Changes
- Renamed hook
GM:TTT2CheckWeaponForID
toGM:TTT2RegisterWeaponID
better fitting its purpose as its probably nowhere used yet anyway
v0.10.1b
Fixed
- Fixed Playermodels not correctly loading changes on game start
- Fixed setting defaults before assigning a resetButton not throwing an error anymore
- Fixed invisible preview for entity spawn placements
v0.10.0b
Added
- Added a new scoring variable named
score.survivePenaltyMultiplier
to punish surviving players of a losing team - Added in game spawn editor system that can be found in F1->Administration
- Moved all TTT weapons to this repository (with cleaned up code)
- Added in four new libraries
- map: A library which handles map specific data
- entspawn: A library that handles the spawning and spawns of all entity types
- entspawnscript: A library that handles the new TTT2 entity spawn script to customize spawns
- plyspawn: A library that builds on top of entspawn to handle the more complex player spawn (originally named spawn, see
Breaking changes
)
- Added a new submenu to the administration settings regarding basic role setup
- Added a new menu to the F1 menu to set up and configure all installed addons
- Added two new hooks to modify the contents of the newly added menu
ROLE:AddToSettingsMenu(parent)
ROLE:AddToSettingsMenuCreditsForm(parent)
- Added a new in-game player model selector
- Added new convars that can change the way playermodels are selected (these can be found in the gamemode menu)
- Added a new ConVar
ttt2_use_custom_models
(def: 0) to enable the custom player model selector - Added indicator that shows if a model has a headshot hitbox
- Added possibility to enable/disable detective hats for individual player models
- Added a new admin only menu for server addon settings
- Added automatic default values for serverConVars
- Added two new role variables:
isPublicRole
: This makes the role behave like a detective in such a way, that the role is public known and shown in the scoreboard. This means other roles can use this without special role syncing; additionally roles with that flag will be handled like a detective if killed by an 'evil' role, meaning that they will receive a credit bonusisPolicingRole
: This rolevar adds all "detective-like" features to the detective, for example the ability to be called to a corpse etc.
- Added two new role conVar variables:
creditsAwardDeadEnable
: To award this role if a certain percentage of players from the enemy teams diedcreditsAwardKillEnable
: To award this role if they killed a high value public role
Changed
- Split up kill, suicide and teamkill in the round end screen to make it more clear
- Decreased the minimum cost of equipment in the equipment editor to 0
- Changed disguise such that every role can now use the function
- Completely reworked how weapons, ammo and players spawn in the world
- Sliders only update ConVars on mouseRelease now
- Changed the way credits on kills are distributed in a way that non-default roles can easily use this as well
Breaking Changes
- Removed the (unused?) ConVar
ttt2_custom_models
- Removed the function
GetRandomPlayerModel()
, useplayermodels.GetRandomPlayerModel()
instead - Renamed the
spawn
module toplyspawn
- Hook
PlayerSelectSpawn
doesnt return a spawnEntity anymore - SpawnWillingPlayers is deleted and not available anymore
- renamed the
ttt_credits_starting
tottt_traitor_credits_starting
to be more in-line with all other roles
WARNING: This means that every traitor now starts with 0 credits until the convar reset button is pressed (on existing servers) - removed the
alone_bonus
convar because it only complicated the credits system further without adding much benefit