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Releases: ClobberXD/gunslinger
Releases · ClobberXD/gunslinger
v0.14 (Pre-release 15)
v0.13 (Pre-release 14)
v0.12 (Pre-release 13)
- Added API support for more sounds
- Added more sounds
v0.11 (Pre-release 12)
- Potential crash due to undefined variables
base_dmg
anddef.dmg_mult
has been fixed. - A technique called "Deferred Raycasting" has been used for mimicking projectile entity behaviour. This greatly improves realism while keeping performance hit at a minimum.
See here for the full changelog: v0.10-pre...v0.11-pre
v0.10 (Pre-release 11)
Loads of bug-fixes and a couple of improvements, including
- Fix for sounds not being attached to players
- Fix for crash when using manual-loading guns
- Ditching directly setting target HP on hit, in favor of ObjectRef:punch()
- This allows gunslinger to seamlessly work with mods like 3D armor, and vice-versa
- Fix for non-automatic guns firing only once.
v0.8.1 (Pre-release 9)
- Fix
style_of_fire
gun def field not being renamed while registeringgunslinger:cheetah
v0.9 (Pre-release 10)
fire
: Return ifdef
is non-existent.- Use
burst
mode forgunslinger:cheetah
untilautomatic
mode is fixed. - Make use of particles for tracking projectiles.
v0.7.5 (Pre-release 7)
- Make use of
gunslinger_fire2
sound when firing insplash
mode. Set fire sound to default if not defined, during registration itself. - Separate
reload
fromon_lclick
(again): Allows API to invokereload
separately when required.
v0.7.4 (Pre-release 6)
[Bug-fix] fire
: Return if stack is nil
v0.8 (Pre-release 8)
- Renamed
style_of_fire
gun def field tomode
. - Renamed a couple of modes for consistency and factual accuracy:
semi-automatic
->hybrid
manual
->semi-automatic
- Added new mode
manual
for guns like bolt-action rifles.- Guns have to be manually loaded by left-clicking after each shot.