Garry's Mod

Garry's Mod

Hit Numbers
Ergebnisse 21–30 von 32
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Update: 4. Jul. 2013 um 14:19

- skip renderer setup if there are no indicators to draw. further increases performance. (slightly)

Update: 4. Jul. 2013 um 13:55

- added convar 'sv_hitnums_allowusertoggle' (defaulted OFF (0)). when enabled, user is allowed to show/hide indicators for themselves via client convar 'hitnums_enable'.
- server convar 'sv_hitnums_show' has been renamed to 'sv_hitnums_enable' ... it just makes more sense that way.
- removed 2d 'legacy' hit numbers because they're ugly, ineffecient, and I doubt anyone actually uses them. I want to focus more on 3d text effects.
- optimized indicator rendering performance. (now using surface library, indicator font no longer antialiased (AA made nearly no difference except slow down the rendering process))
- fixed 'sv_hitnums_ignorez' not working properly, it was a dumb mistake on my part.
- indicators ignored for attacker if the attacker is also the targer.
- formatted the code for easier modification. source now available on github here: http://github.com/ief015/hitnumbers

Update: 15. Jun. 2013 um 13:36

- Fixed issue not loading in linux servers. (Linux servers don't load addons with capitals in them.)

Update: 22. Mrz. 2013 um 16:35

- Added sv_hitnums_breakablesonly 0/1

Update: 20. Mrz. 2013 um 14:08

- Added IgnoreZ server console command.
- Improved indicator creation.

Update: 26. Feb. 2013 um 13:08

Fixed potential crash when player joins.

Update: 7. Dez. 2012 um 0:25

Modified calculation of velocities for indicators.

Update: 6. Dez. 2012 um 19:29

Added critical hits
Added console command "sv_hitnums_showalldamage 0/1"

Update: 6. Dez. 2012 um 5:27

Added 3D text mode
You can go back to 2D text mode with "hitnums_3dtext"
Changed command "ief_toggle_hitnums" to CVar "hitnums_enable"

Update: 4. Dez. 2012 um 14:36

Added server cvar 'sv_hitnums_show' to disable this addon server-wide.
0 to disable, 1 to enable.