Garry's Mod
Hit Numbers
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Aggiornamento: 4 lug 2013, 14:19

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

Aggiornamento: 4 lug 2013, 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

Aggiornamento: 15 giu 2013, 13:36

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

Aggiornamento: 22 mar 2013, 16:35

- Added sv_hitnums_breakablesonly 0/1

Aggiornamento: 20 mar 2013, 14:08

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

Aggiornamento: 26 feb 2013, 13:08

Fixed potential crash when player joins.

Aggiornamento: 7 dic 2012, 0:25

Modified calculation of velocities for indicators.

Aggiornamento: 6 dic 2012, 19:29

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

Aggiornamento: 6 dic 2012, 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"

Aggiornamento: 4 dic 2012, 14:36

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