Garry's Mod
Hit Numbers
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Aggiornamento: 29 ott 2020, 20:49

Safety checks to fix errors from last patch

Aggiornamento: 27 ott 2020, 19:08

Fixed issue where indicators were not spawning for fatal damage (bug reported by ZenBreaker)

Aggiornamento: 22 ott 2020, 21:05

Improved damage accuracy in some cases for addons that hook into EntityTakeDamage. (Thanks ZenBreaker !)

Aggiornamento: 16 ott 2015, 14:02

- Moved the hooking for EntityTakeDamage occur in InitPostEntity, in
most cases, this should guarantee that Hit Numbers is one of the last to
hook to EntityTakeDamage
(What this means is that damage values should be more accurate to how much damage is really being inflicted.)

Aggiornamento: 3 ott 2015, 20:44

+ Added much more customizable settings, including:
sv_hitnums_gravity
sv_hitnums_forceinheritance
sv_hitnums_forceoffset_xmin
sv_hitnums_forceoffset_ymin
sv_hitnums_forceoffset_zmin
sv_hitnums_forceoffset_xmax
sv_hitnums_forceoffset_ymax
sv_hitnums_forceoffset_zmax
+ Added a debug mode that displays performance information.
(hitnums_debugmode)
- Some more optimizations to cut performance cost, indicator updating
performance has been halfed! Indicator creation is also much less
taxing.

Aggiornamento: 2 lug 2015, 16:37

+ Added animations! Select between 3 different style of animations + no animation. (See sv_hitnums_animation)
- Fixed error caused when improperly setting sv_hitnums_critmode

Aggiornamento: 22 giu 2014, 0:07

- Reworked solution for corrupted settings.txt

Aggiornamento: 16 giu 2014, 11:08

- Some indicator rendering optimizations.
- Fixed a potential bug regarding colours. Nothing really changelog-worthy, though.

Aggiornamento: 3 apr 2014, 20:50

+ Added ability for clients to toggle Hit Numbers in Sandbox gamemodes via spawn 'Q' menu. (Available under Utilities tab)
- Server settings are now saved. No need to use server.cfg anymore! (under garrysmod/data/hitnumbers)
- Now using UDP networking, should be relatively much less laggy network-wise. (Ready for next big Garry's Mod update)
- Some code formatting no one really cares about.

Aggiornamento: 19 gen 2014, 14:54

- Work-around for bad crowbar damage position. Now uses a trace to determine where the damage is being dealt. It's not perfect, but it works well enough.
- Small optimizations
- Loaded console message