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Releases: YaLTeR/BunnymodXT

Nov 11 2024

11 Nov 16:33
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What's Changed

  • Added checkpoints: bxt_ch_checkpoint and bxt_hud_checkpoint commands and CVars by @khanghugo in #459 and then by @SmileyAG in #468
  • Added +bxt_ch_hook and bxt_ch_hook_speed by @khanghugo in #455, #458
  • Added bxt_allow_keypresses_in_demo that lets you use binds during demo playback without bringing up the console by @SmileyAG in #465
  • Added bxt_enable_big_map that enables loading maps beyond ±4096 unit limit by @khanghugo in #500, #506
  • Added bxt_cof_allow_to_skip_all_cutscenes by @SmileyAG in #470
  • Added bxt_get_steamid_from_demo by @SmileyAG in #469
  • Added bxt_skybox_reload and bxt_skybox_name by @SmileyAG in #474
  • Added bxt_fix_changelevel_in_coop by @SmileyAG in #472
  • Added bxt_ch_fix_sticky_slide that fixes some cases of getting stuck on surf ramps by @khanghugo in #504
  • Added bxt_ch_noclip_speed by @khanghugo in #507
  • Added bxt_ch_trigger_tp_keeps_momentum by @khanghugo in #502
  • Added bxt_ch_trigger_tp_landmark by @khanghugo in #510
  • Added CVars to restore WON view rolling effects (bxt_viewmodel_restore_viewroll, bxt_viewmodel_viewrollangle, bxt_viewmodel_viewrollspeed) by @jcb936 in #452
  • Added a warning if Metamod is detected and auto-disabling for cstrike by @khanghugo in #508
  • Added a warning when the client.dll is encrypted and so many BXT features are unavailable by @hobokenn in #477
  • Changed V_CalcRefdef hook method for better bxt-rs compatibility in #450
  • Corrected bxt_fix_widescreen_fov and bxt_force_fov by @SmileyAG in #460

TAS Support Improvements

  • Fixed UB that could cause TAS playback desyncs by @Eddio0141 in #453
  • Renamed bxt_tas_new to bxt_tas_editor_new to reduce confusion with the new bxt-rs TAS studio in #449
  • Added pitch_override and render_pitch_override lines by @khanghugo in #518
  • Added new necessary hooks for the bxt-rs TAS editor by @khanghugo:
    • To make bxt_tas_norefresh_until_last_frames work with it in #457
    • For the camera view editing mode in #520
    • For max accel yaw offset in #521
    • For rendered view playback in #519

New Contributors

Full Changelog: jul-23-2023...nov-10-2024

Jul 23 2023

23 Jul 12:12
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General Improvements

  • Fixed crash on Linux Flatpak by @YaLTeR in #408
  • Added accurate demo timer from demo runtime data on 8684 engine, use playdemo mydemo;bxt_cap_start by @eim64 in #446
  • Added bxt_fix_widescreen_fov by @SmileyAG in #448
  • Added bxt_tas_ducktap_priority by @SmileyAG in #440
  • Added bxt_hud_quickgauss 2 to show only server time by @SmileyAG in #413
  • Added bxt_show_player_bbox by @SmileyAG in #417
  • Added bxt_show_monster_bbox by @SmileyAG in #439
  • Added renderfx and model to bxt_hud_entity_info 3 by @SmileyAG in #420
  • Added bxt_collision_depth_map_fov by @SmileyAG in #414
  • Added new bxt_ch, bxt_get and bxt_print commands by @SmileyAG in #415:
    • bxt_ch_entity_set_health
    • bxt_ch_get_other_player_info
    • bxt_ch_get_velocity
    • bxt_ch_monster_set_origin
    • bxt_ch_teleport_to_entity
    • bxt_get_servertime
    • bxt_print_entities_by_index
  • Removed bxt_hud_game_alpha_max_clientside, added bxt_hud_game_alpha and bxt_hud_game_alpha_damage by @SmileyAG in #435
  • Added bxt_cof_disable_viewpunch_from_jump by @SmileyAG in #405
  • Added bxt_cof_disable_monsters_teleport_to_spawn_after_load by @SmileyAG in #410
  • Added give support in Cry of Fear by @SmileyAG in #434
  • Added different map names for older versions of CoF by @SmileyAG in #409
  • Added BXT_DISABLE_VSYNC environment variable to disable the V-Sync in pre-Steampipe builds by @SmileyAG in #424
  • Added BXT_DISABLE_DISCORD_RPC environment variable to disable the Discord RPC by @SmileyAG in #419
  • Added PAUSED text drawing in pre-Steampipe builds by @SmileyAG in #416
  • Discord RPC will get FPS from host_framerate if it is enabled by @SmileyAG in #426
  • Discord RPC will show engine build and game directory even if not connected to map by @SmileyAG in #412
  • Changed bxt_show_splits default to 0 by @YaLTeR in #425
  • Fixed bxt_show_nodes in Counter-Strike: Condition Zero Deleted Scenes by @SmileyAG in #411

TAS Support Improvements

  • Added necessary hooks for the bxt-rs TAS editor 2 to work by @YaLTeR
  • Mouse sensitivity is now set to 0 for TAS playback, and automatically restored afterwards by @YaLTeR
  • Added render_yaw_override HLTAS line to fake the camera yaw angles without affecting the movement by @YaLTeR
  • Added constant turn rate (s40, s41) strafe type by @khanghugo. The yaw field sets the turn rate
  • Made fast (+alt1) freecam twice as fast by @YaLTeR
  • Fixed a crash on quit and restart by @YaLTeR
  • Fixed clearing some TAS playback state on .hltas reset line by @YaLTeR
  • Changed bxt_tas_new to put initial commands into load_command by @YaLTeR
  • Added bxt_tas_editor_show_from_last_frames by @khanghugo in #442
  • Increased TAS script buffer to 4MiB to reduce freezes when working on large scripts in the TAS editor by @khanghugo in #441

New Contributors

Full Changelog: jan-16-2023...jul-23-2023

Jan 16 2023

16 Jan 19:31
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General Improvements

  • Fixed crash with new NVIDIA drivers by @hobokenn in #370
  • Fixed SPTLib crash on Linux with glibc 2.36+ by @chinese-soup in #338
  • Fixed SPTLib crash on Linux with new glvnd
  • Added custom splits by @fireblizzard in #397: see bxt_splits_ commands and bxt_hud_splits HUD. You can add splits activated when touching a custom trigger (bxt_splits_add_trigger) or when an entity is activated (bxt_splits_add_entity). Custom splits are communicated to BunnySplit as map changes for the map the split is on, so you should have multiple LiveSplit splits configured for every map with custom splits
  • Added full support and new exclusive commands for all Cry of Fear versions by @SmileyAG and @hobokenn in #333, #344, #345, #346, #354, #372, #390, #392, #393, #394, #396
  • Added timer autostop for Hazard Course by @fireblizzard in #332
  • Added underwater and ladder support to +bxt_tas_autojump by @hobokenn in #357
  • Changed bxt_show_only_viewmodel_and_player to bxt_show_only_players, changed how bxt_show_triggers_legacy works so it is toggle-able in demos, added func_ladder drawing for bxt_show_triggers, added commands to disable drawing of various components by @SmileyAG in #380:
    • bxt_remove_viewmodel
    • bxt_disable_world
    • bxt_disable_particles
    • bxt_disable_brush_entities
    • bxt_disable_studio_entities
    • bxt_disable_sprite_entities
    • bxt_disable_player_corpses
  • Added environment variable BXT_DISABLE_DEBUG_CONSOLE to disable the Bunnymod XT Debug Console by @chinese-soup in #329
  • Added bxt_remove_stamina and support for bxt_bhopcap 0 for Counter-Strike 1.6 by @khanghugo in #331
  • Added bxt_fire_on_button to run a console command when pressing a button with the specified target by @SmileyAG in #334
  • Added bxt_fire_on_stuck to run a console command when the player is stuck by @SmileyAG in #335
  • Added bxt_hud_viewangles 2 that includes punch angles by @SmileyAG in #335
  • Added 'give' command for CS 1.6 by @SmileyAG in #353
  • Added bxt_hide_other_players by @SmileyAG in #363
  • Added bxt_cam_fixed output to bxt_ch_get_pos by @khanghugo in #371
  • Added bxt_remove_punchangles by @SmileyAG in #369
  • Added bxt_shake_remove, changed bxt_clear_green to bxt_clear_color by @SmileyAG in #373
  • Added ammo HUD reset prevention for old CS: CZDS versions by @SmileyAG in #378
  • Improved bxt_hud_game_color support for CS: CZDS by @SmileyAG in #379
  • Added func_door, func_rotating, func_train damage to bxt_hud_entity_info as those entities can also deal negative damage when blocked by player, by @SmileyAG in #387, #400
  • Added engine build number to Discord rich game presence by @SmileyAG in #330
  • Improved Discord rich game presence to differentiate between chapters on 'ba_teleport2' in Blue Shift by @SmileyAG in #343
  • Added bxt_hud_jumpdistance similar to KZStats plugins by @khanghugo in #340
  • Fixed viewmodel disappearing in first-person HLTV by @SmileyAG in #330
  • Fixed autostop for CS: CZDS and some HL mods by @SmileyAG in #342
  • Fixed bxt_hud_jumpspeed pulling velocity one frame late and issues with bhop cap by @khanghugo in #349, #356, #362
  • Fixed pattern for R_Clear to match it on 1712 build by @SmileyAG in #355
  • Fixed cheats check in bxt_remove_fps_limit by @SmileyAG in #359
  • Fixed crashes and improved compatibility with some mods and engines by @SmileyAG in #330, #337, #364, #388, #389, #395, #399, #404

TAS Support Improvements

  • Added hlstrafe_version 5 which changes the following:
  • Added target_yaw look_at which will lock the player's view to a point set by coordinates, or to an entity (by @khanghugo in #382)
  • Added bxt_tas_editor_set_target_yaw_type to toggle between velocity_lock and look_at (by @khanghugo in #382, #398)
  • Added bxt_tas_editor_resimulate which will resimulate the path when using multiple games, useful when the path has an RNG encounter which sometimes desyncs (by @khanghugo in #386)
  • Added player origin to bxt_hud_tas_editor_status (by @khanghugo in #350, #352)
  • Added bxt_tas_editor_set_frametime (by @khanghugo in #367)
  • Added change target_yaw_offset for adding an offset to target_yaw, for example using target_yaw velocity_lock but looking to the side or back from the velocity direction (by @khanghugo in #374)
  • Fixed bxt_speed_scaling for CS: CZDS (by @khanghugo in #383)
  • Fixed +use slowdown prediction in TFC (by @SmileyAG in #361)
  • Changed bxt_ch_get_pos to bxt_get_pos and made it also print origin of point under crosshair, useful for target_yaw look_at (by @khanghugo in #402)

New Contributors

Full Changelog: aug-31-2022...jan-16-2023

Aug 31 2022

01 Sep 03:51
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General Improvements

image

  • Added Discord rich game presence by @SmileyAG in #319
  • Added bxt_render_far_entities, which is like bxt_novis, but shouldn't affect entity behavior by @SmileyAG in #278
  • Added door usable flag to the entity info HUD by @SmileyAG in #277
  • Changed bxt_ch_get_pos to show the camera origin when bxt_hud_origin is 2 by @SmileyAG in #284
  • Added bxt_viewmodel_bob_angled by @SmileyAG in #282
  • Made some hooks less dependent on client & server DLLs to increase mod compatibility by @SmileyAG in #286
  • Changed the way bxt_hud_game_color works to support more mods by @SmileyAG in #287
  • Added bxt_disable_nightvision_sprite support for Counter-Strike: Condition Zero Deleted Scenes by @SmileyAG in #288
  • Added bxt_hud_waterlevel by @SmileyAG in #291
  • Added uncapped player health to demo runtime data by @SmileyAG in #293
  • Added bxt_hud_health_override_in_demo which overrides the health displayed by bxt_hud_health during demo playback by @SmileyAG in #293
  • Removed bxt_show_player_in_hltv in favor of automatically doing the right thing by @SmileyAG in #295
  • Added custom HUD color support to the game ammo history HUD by @SmileyAG in #296
  • Added bxt_hud_game_alpha_max_clientside by @SmileyAG in #299
  • Added more patterns by @SmileyAG in #303
  • Added cl_righthand by @SmileyAG in #306
  • Fixed sounds missing while demo playback on old WON builds by @SmileyAG in #311
  • Added bxt_force_clear for removing out-of-bounds rendering artifacts by @SmileyAG in #314
  • Added bxt_force_jumpless for disabling jumping by @SmileyAG in #316, #317
  • Added bxt_fire_on_mm_* for running a console command when a multimanager is fired by @SmileyAG in #320
  • Added bxt_show_bullets and bxt_show_bullets_enemies to draw firing lines for hitscan weapons by @Eddio0141 in #321
  • Added bxt_disable_gamedir_check_in_demo for watching demos recorded in other game directories by @SmileyAG in #323
  • Added bxt_remove_fps_limit to lift the WON 100 FPS limit by @SmileyAG in #327

TAS Support Improvements

  • Added the necessary hooks for the bxt-rs 3.0 TAS optimizer
  • Added CS 1.6 TASing support, remember to set bxt_anglespeed_cap 0;bxt_speed_scaling 0 by @khanghugo in #322
  • When using two games, the TAS editor will now show func_pushable paths. The path of each pushable will change color on object-boosting frames and when the pushable is in water (useful because then you don't need to stand on ground to object-boost)
  • Added Linux func_pushable TAS log support
  • Client player maxspeed is now honored for the TAS support in those mods where it is used by @SmileyAG in #325
  • Fixed _bxt_tas_editor_apply_smoothing_high_weight_duration and _bxt_tas_editor_apply_smoothing_high_weight_multiplier, which were added in the last release, to be actually available in the in-game console

New Contributors

Full Changelog: mar-24-2022...aug-31-2022

Mar 24 2022

24 Mar 06:10
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General improvements:

  • Added bxt_show_only_viewmodel support for 3248/4554 builds (thanks @SmileyAG).
  • Moved less-useful info from bxt_hud_entity_info 1 to 2 (thanks @SmileyAG).
  • Disabled skybox by default when using bxt_wallhack (thanks @SmileyAG).
  • Added bxt_disable_nightvision_sprite 1 to disable the night vision sprite in Opposing Force without replacing the file (thanks @chinese-soup).
  • Crash prevention now keeps the timer running, but colors it red until bxt_timer_reset, so races and marathons can continue past the crash (thanks @chinese-soup).
  • Fixed hook of V_CalcRefdef for Opposing Force on Linux, which fixes bxt_freecam and related functionality (thanks @chinese-soup).
  • bxt_hud_entity_info now shows if func_door entities can be opened by monsters (thanks @SmileyAG).
  • Added bxt_hud_game_color and bxt_hud_game_alpha to change color and alpha of in-game HUDs (thanks @SmileyAG).
  • Brush entity origins shown in bxt_hud_entity_info 2 now make more sense (they are now based at the mins/maxs center instead of 0, 0, 0) (thanks @SmileyAG).
  • Added patterns for Aliens vs Predator 2 and OpenAG (thanks @SmileyAG).

TAS support improvements:

  • Added bxt_tas_editor_toggle s00, s01, s10, s11, useful for wiggle-style TASes.
  • Fixed bxt_tas_optim_init on 1-frame-long frame bulks.
  • Significantly improved player path collision display:
    • The collision now colors the frame during which the collision has occurred, rather than the next frame. This way if the collision is right in the middle between two frame bulks, it remains visible.
    • Frames after the collision are now colored pink, making it possible to tell which frames exactly caused the collision.
    • If there's a wall collision on the same frame as a ceiling collision, it should now be shown instead of silently ignored.
    • Sloped ground collisions are now shown instead of silently ignored.
  • Added _bxt_tas_editor_apply_smoothing_high_weight_duration and _bxt_tas_editor_apply_smoothing_high_weight_multiplier to control weighting center frames higher in global smoothing. They allow smoothing more without introducing wobbliness. The default values work well for HLKZ movement settings.
  • Fixed two-games support when running under wine.

Feb 5 2022

05 Feb 14:13
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General improvements:

  • Fixed overly loud sound bug introduced in the last update. They were an unintended consequence of the TAS sound RNG fix. This fix is now enabled only when running TAS scripts (thanks @hobokenn).
  • Added bxt_fix_mouse_horizontal_limit for fixing limited mouse movement in certain mods when ran on the Steam engine. BXT automatically applies the fix for several known mods, but if the mod isn't known you can now use this variable to apply it manually (thanks @SmileyAG).
  • Added bxt_force_fov (thanks @SmileyAG and @chinese-soup).
  • Renamed bxt_ch_set_angles to bxt_set_angles (thanks @SmileyAG).
  • Fixed pattern for R_DrawParticles (thanks @hobokenn).

TAS support improvements:

  • Added left-right and right-left strafe types (s06 and s07) that "wiggle" left and right like in this dyd_axn_plant TAS.
  • Added bxt_tas_editor_toggle s06 and s07 and bxt_tas_editor_set_left_right_count, as well as showing the count on the TAS editor status HUD.
  • Improved TAS editor handling of frame bulks without a yaw angle (like the left-right frame bulks).
  • Added bxt_tas_optim_init, a helper command for starting the experimental bxt-rs optimization.

Dec 31 2021

31 Dec 09:22
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General improvements:

  • Added hornet crash prevention (thanks @chinese-soup). Instead of crashing, BXT will stop the timer and print a chat message saying the game would have crashed. This way there's no unfair advantage compared to running the vanilla game.
  • Added OpenGL crosshair from OpenAG (thanks @SmileyAG).
  • Added bxt_autojump_priority to control ducktap or autojump preference (thanks @SmileyAG).
  • Added bxt_force_duck (thanks @chinese-soup and @hobokenn).
  • Fixed raw mouse input in 2013 SDK mods that don't fix it themselves on Linux (thanks @chinese-soup).
  • Fixed game freezing on new Ubuntu (thanks @hobokenn).
  • Fixed compatibility with GLIBC 2.34+.
  • Added bxt_show_hidden_entities_clientside (thanks @chinese-soup and @hobokenn).
  • Added bxt_skybox_remove (thanks @SmileyAG).
  • Added bxt_disable_hud (thanks @SmileyAG).
  • Added bxt_disable_vgui (thanks @hobokenn).
  • Added bxt_force_zmax (thanks @hobokenn).
  • Fixed a demo crash in CS:CZDS (thanks @SmileyAG).
  • Added bxt_viewmodel_fov (thanks @chinese-soup and @hobokenn).
  • Added bxt_water_remove, recommended to use together with r_novis 1 (thanks @SmileyAG).
  • Added Gonarch HUD and some additions to bxt_hud_entity_info (thanks @Eddio0141).
  • Fixed MP3 music stopping on loading screens for HL mods (thanks @hobokenn).
  • Added bxt_viewmodel_disable_ cvars to disable viewmodel sequences (thanks @hobokenn).
  • Added bxt_hud_quickgauss (thanks @chinese-soup).
  • Added bxt_viewmodel_ofs_ cvars to change viewmodel offsets (thanks @hobokenn).
  • Fixed a bxt_autorecord crash in CS:CZDS on Linux (thanks @hobokenn).
  • Added bxt_hud_origin 2 for draw position of camera in bxt_freecam 1 mode (thanks @SmileyAG).
  • Added a lot of patterns for Half-Rats: Parasomnia, HL: Sweet, Reissues (thanks @SmileyAG).
  • Added bxt_hud_armor for draw a player armor in float value (thanks @SmileyAG).
  • Added bxt_show_player_in_hltv for render player model when watching a POV demo (thanks @SmileyAG).
  • Fixed a bxt_autorecord crash in Blue Shift on Linux (thanks @SmileyAG).
  • Added bxt_ch_get_getpos for get positions & angles as like in HL2 (thanks @chinese-soup).
  • Added bxt_show_only_viewmodel, bxt_clear_green for capturing viewmodel (thanks @SmileyAG).
  • Added bxt_viewmodel_semitransparent (thanks @SmileyAG).
  • Added _bxt_set_frametime_remainder.
  • Made it possible to run multiple game instances at once (requires running through Injector.exe).

TAS support improvements:

  • Added fully-accurate TAS editor path using a second game instance. Bunnymod XT transparently runs the TAS over and over in the second game instance in the background as you're editing the path, and shows you the real path that the player takes when running the TAS. This not only removes prediction desyncs (you can open the TAS editor at the very beginning of the TAS and see an accurate path all the way until the very end of the map), but also lets you see and TAS through entity interactions (think health booster boosts, moving doors and teleport triggers). To use it, run the TAS and open the TAS editor in one instance, and run bxt_tas_become_simulator_client in the second instance.
  • Added a load_command property to .hltas that sets the command to run to load the map or the save (e.g. load_command map c1a0). Setting it allows running the TAS with just bxt_tas_loadscript script.hltas and is a requirement for two-game support. bxt_tas_new was changed to use load_command too.
  • Fixed TAS editor when the edited area contains non-movement frame bulks.
  • Added camera angle display to the TAS editor. It shows the angles when they suddenly change and at regular intervals when they don't.
  • Added a camera editor for the TAS editor, enabled with bxt_tas_editor_camera_editor. It shows camera angles for every frame and allows inserting and changing camera frame bulks and applying global smoothing.
  • Added +bxt_tas_editor_insert_point which behaves the same as the regular non-+ bxt_tas_editor_insert_point, but in the camera editor allows inserting camera change frame bulks by dragging with +bxt_tas_editor_insert_point held down.
  • Added bxt_tas_editor_apply_smoothing which applies global smoothing in the TAS camera editor, inspired by batman's CSS surf TAS tool. Global smoothing can be applied to a blue segment (where the camera angles change) surrounded by green segments (where the camera angles are stationary).
  • Added target_yaw_override frame bulk which overrides target yaws for subsequent frames, used by global smoothing.
  • Fixed RNG desyncs when playing back TASes with sound enabled (thanks @hobokenn for porting the fix from bxt-rs).
  • Fixed enabling the TAS editor on a one-frame-long frame bulk.
  • Added saving to a something.hltas.backup file whenever a destructive action is done in the TAS editor (e.g. disabling the TAS editor).
  • When closing the main menu with the TAS editor enabled, the game will no longer unpause (thanks @chinese-soup).
  • Moved the TAS editor status HUD default position to top-left of the screen so it's no longer off-screen on common resolutions.
  • Removed append mode. It was long deprecated and unsupported and made developing new features harder.

Thanks to @SmileyAG for preparing the changelog.

Happy new year!

Aug 7 2021

07 Aug 08:20
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General improvements:

  • Fixed bxt_timer_autostop on Linux for games that stop based on a multi_manager (thanks @chinese-soup).
  • Added bxt_show_displacer_earth_targets for displaying Opposing Force displacer's earth target entities (thanks @hobokenn).
  • Made the bxt_timer_autostop cvar always available rather than gated on the presence of Half-Life-specific game end functions (thanks @SmileyAG).
  • Added autostop for Counter-Strike: Condition Zero Deleted Scenes (thanks @SmileyAG).
  • Added autostop for Wanted!, Crowbar of Time, HZC2 and The Xeno Project (thanks @hobokenn).
  • Added bxt_ch_set_angles (thanks @chinese-soup).
  • Added bxt_disable_changelevel (thanks @SmileyAG).
  • Added bxt_triggers_color (thanks @SmileyAG).
  • Fixed a crash when changing the value of bxt_bhopcap (thanks @hobokenn).
  • Fixed a crash upon loading a map that was common to mods (thanks @hobokenn).
  • bxt_disable_autosave should now work with most mods (thanks @hobokenn).
  • Added _bxt_interprocess_stop to manually stop LiveSplit integration, useful for timing strats or running IL's, use it in conjunction with _bxt_interprocess_reset (thanks @hobokenn).
  • Added sv.max_edicts value saving to demos (thanks @hobokenn).

TAS support improvements:

  • Added mouse4 dragging in the TAS editor which changes the angle of all connected segments at once (thanks @Eddio0141).
  • Added hlstrafe_version 4 which fixes camera yaw switching between two adjacent values when using exact angle constraints.

Jan 11 2021

11 Jan 06:44
jan-11-2021
c43feb6
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General improvements:

  • Added bxt_autojump support for Paranoia (thanks @mxpph).
  • Added bxt_bhopcap support for Counter-Strike: Condition Zero Deleted Scenes (thanks @Godlikehobbit) and for Nuclear Winter and Ground Zero (thanks @mxpph).
  • Added bxt_show_pickup_bbox which shows item and weapon pickup bounding boxes (thanks @Matherunner).
  • Added sequence and frame to the Nihilanth HUD element (thanks @Matherunner).
  • Added autostop for Opposing Force boot camp (thanks @hobokenn).
  • Added bxt_disable_autosave (thanks @mxpph).
  • Updated several patterns to work for the 3248 engine (thanks @hobokenn).
  • Added SV_AddLinksToPM_ patterns for 4554 and NGHL (thanks @hobokenn).
  • Added a lot of patterns for TWHL Tower 2 (thanks @Matherunner).
  • Fixed incorrect entity info HUD element position (thanks @SmileyAG).
  • The bxt_bhopcap cvar is now registered when the engine is loaded (as opposed to when the server is loaded) which means it can be set from the main menu and bxt_tas_new will pick it up.
  • Loaded modules are no longer stored to demos.
  • All cvar values are now stored to demos rather than select few (testing showed no performance issues).

TAS support improvements:

  • Comments are no longer duplicated on bxt_tas_editor_insert_point (this was especially annoying with bxt_tas_new).
  • Increased bxt_tas_new initial segment length to 1 second.
  • bxt_tas_new now automatically stores custom bxt_bhopcap and sv_maxspeed values and a BXT timer reset into the script.
  • TAS editor commands added by bxt_tas_new now include stop;bxt_timer_stop.
  • Added bxt_tas_editor_set_commands to set commands on a segment.
  • Segment commands are now shown on the TAS editor status HUD element.

Aug 1 2020

01 Aug 17:20
aug-1-2020
2929099
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Fixed a few crashes with different HUDs being enabled while playing back demos (usable entities, etc.).

TASing-related changes:

  • Added hlstrafe_version 3 which fixes a serious bug with vectorial strafing. Use this new version instead of 2. Version 2 does not actually strafe under certain conditions.
  • Fixed crashes on Windows Half-Life builds related to vectorial strafing.
  • Added fast and slow adjustment in the TAS editor while holding +alt1 and +duck respectively (for mouse dragging).
  • Added +bxt_tas_editor_look_around to look around in the editor. It is +bxt_tas_editor_append without append.
  • TAS editor no longer saves the TAS on bxt_tas_loadscript. It's now possible to edit the .hltas file externally, save it and run the TAS right away without having to disable the TAS editor first.
  • Removed slowdown when the game is unfocused (currently Linux-only).
  • bxt_tas_new now prints the correct FPS value in its message.