Releases: YaLTeR/BunnymodXT
Releases · YaLTeR/BunnymodXT
Nov 11 2024
What's Changed
- Added checkpoints:
bxt_ch_checkpoint
andbxt_hud_checkpoint
commands and CVars by @khanghugo in #459 and then by @SmileyAG in #468 - Added
+bxt_ch_hook
andbxt_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
andbxt_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
andbxt_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
tobxt_tas_editor_new
to reduce confusion with the new bxt-rs TAS studio in #449 - Added
pitch_override
andrender_pitch_override
lines by @khanghugo in #518 - Added new necessary hooks for the bxt-rs TAS editor by @khanghugo:
New Contributors
Full Changelog: jul-23-2023...nov-10-2024
Jul 23 2023
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
andbxt_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
, addedbxt_hud_game_alpha
andbxt_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 to0
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 intoload_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
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 andbxt_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
tobxt_show_only_players
, changed howbxt_show_triggers_legacy
works so it is toggle-able in demos, addedfunc_ladder
drawing forbxt_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 forbxt_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 tobxt_ch_get_pos
by @khanghugo in #371 - Added
bxt_remove_punchangles
by @SmileyAG in #369 - Added
bxt_shake_remove
, changedbxt_clear_green
tobxt_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 tobxt_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:- Adds underwater detection, which means some strafing and auto-actions functionality will no longer input anything on underwater frames (by @hobokenn and @SmileyAG in HLTAS/hlstrafe#5)
- Fixes LGAGST in CS 1.6 (by @khanghugo in HLTAS/hlstrafe#4)
- 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 betweenvelocity_lock
andlook_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 totarget_yaw
, for example usingtarget_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
tobxt_get_pos
and made it also print origin of point under crosshair, useful fortarget_yaw look_at
(by @khanghugo in #402)
New Contributors
- @fireblizzard made their first contribution in #332
Full Changelog: aug-31-2022...jan-16-2023
Aug 31 2022
General Improvements
- Added Discord rich game presence by @SmileyAG in #319
- Added
bxt_render_far_entities
, which is likebxt_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 whenbxt_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 bybxt_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
andbxt_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
- @khanghugo made their first contribution in #322
Full Changelog: mar-24-2022...aug-31-2022
Mar 24 2022
General improvements:
- Added
bxt_show_only_viewmodel
support for 3248/4554 builds (thanks @SmileyAG). - Moved less-useful info from
bxt_hud_entity_info 1
to2
(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 fixesbxt_freecam
and related functionality (thanks @chinese-soup). bxt_hud_entity_info
now shows iffunc_door
entities can be opened by monsters (thanks @SmileyAG).- Added
bxt_hud_game_color
andbxt_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
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
tobxt_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
ands07
andbxt_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
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 withr_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 inbxt_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 justbxt_tas_loadscript script.hltas
and is a requirement for two-game support.bxt_tas_new
was changed to useload_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
General improvements:
- Fixed
bxt_timer_autostop
on Linux for games that stop based on amulti_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
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 andbxt_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 withbxt_tas_new
). - Increased
bxt_tas_new
initial segment length to 1 second. bxt_tas_new
now automatically stores custombxt_bhopcap
andsv_maxspeed
values and a BXT timer reset into the script.- TAS editor commands added by
bxt_tas_new
now includestop;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
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.