Garry's Mod
Hit Numbers
32件中 1-10 を表示
< 1  2  3  4 >
更新:2020年10月29日 @ 20時49分

Safety checks to fix errors from last patch

更新:2020年10月27日 @ 19時08分

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

更新:2020年10月22日 @ 21時05分

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

更新:2015年10月16日 @ 14時02分

- 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.)

更新:2015年10月3日 @ 20時44分

+ 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.

更新:2015年7月2日 @ 16時37分

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

更新:2014年6月22日 @ 0時07分

- Reworked solution for corrupted settings.txt

更新:2014年6月16日 @ 11時08分

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

更新:2014年4月3日 @ 20時50分

+ 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.

更新:2014年1月19日 @ 14時54分

- 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