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Also adds better docs for Convars for mouseover hints.
Signed-off-by: Mark <mark.veiermann@gmail.com>
Removed random float multiplier from velocity vector Added a tickrate multiplier to replicate roll behaviour on 128tick This does not completely fix the pipes, but it's an improvement on all tickrates.
Had unintended side effects on trajectory
Signed-off-by: Mark <mark.veiermann@gmail.com>
Also adds better docs for Convars for mouseover hints.
…155) * Options for jack crosshair customization Added convars to change the appearance of each type of reticle in the game * Fixed reticle convars + added new assets Fixed crashing when changing some convars on the main menu Fixed bounce reticle not reloading unless player is holding the ball All reticle file convars now search in "reticles/" (prepended). Changed default filepath of reticle convars to blank (""). Entering "" for any file cvar uses the default TF2 asset, otherwise users can just type the filename of a vmt within the reticles folder. Added many new crosshair assets Added cvar to disable alpha blink (#123) * Added alpha command for when teammate blink is 0 p4ss_crosshair_teammate_alpha [int] #123 * Fixed reticle updating and added more assets Bounce reticle was not correctly updating, fixed Added many new reticles for the inner bounce crosshair * Change p4ss_ convars to pf_ Signed-off-by: Mark <mark.veiermann@gmail.com> * Fixed reticle convars + added new assets Fixed crashing when changing some convars on the main menu Fixed bounce reticle not reloading unless player is holding the ball All reticle file convars now search in "reticles/" (prepended). Changed default filepath of reticle convars to blank (""). Entering "" for any file cvar uses the default TF2 asset, otherwise users can just type the filename of a vmt within the reticles folder. Added many new crosshair assets Added cvar to disable alpha blink (#123) * Fixed reticle updating and added more assets Bounce reticle was not correctly updating, fixed Added many new reticles for the inner bounce crosshair * Changed ball outline colors for red and neutral In the code, these files use (245,231,222) for neutral which is noticeably tinted red, especially when side-by-side with other white UI elements. Changed it to use pure white to match trails, crosshairs etc. Also changed red reticle color to be a lighter shade than the trail. * Added PF logo crosshairs pf = inner section (uncolored) pf_pt = inner section (green) pfring = outer section (uncolored) including the green one as it could be used as an override for example on the neutral ball it will appear green instead of white * Added override vmt for red ball trail Darkens the red ball trail slightly to mirror BLU colors * Re-converted all crosshairs to improve quality Changed from DXT1/5 compression to BGRA8888 Added mipmaps to all vtfs to reduce pixel shimmering effect at distances/angles. This increases the filesize of each vtf but the smoother rendering is definitely worthwhile. * Added ball trails + increased quality of default No implementation for changing trails while ingame yet Added vmt to override default trail with higher quality version of the default trail Change filepaths in vmts to use, also seems to require game restart * Fixed a few bad vtf crosshairs Also added p1fix, matches plfix and p2fix (Version of default crosshairs with filtered mipmaps) * Add pf_trail to change ball trails while ingame Changed default trail filepaths to /trails Supports custom trails using the vmt name format provided * Remove old trail filepaths * add ball holding indicator overlay with convar pf_crosshair_ballindicator 1 currently hardcoded to ballindicator.vmt included vmt and vtf for testing * Better ballindicator and add custom file cvar changed enable cvar to pf_ballindicator (0/1) added pf_ballindicator_file (path) Use "player has ball" logic instead of "passtimegun" to make crosshair drawing much more responsive * Unify crosshair color commands to one RGB convar removed cl_crosshair_red/blue/green added cl_crosshaircolor (r g b) * Add teamcolored bool for ball indicator crosshair pf_ballindicator_teamcolored 0/1 Uses colors from the ball outline defined in tf_hud_passtime_reticle * Change reticle teamcolors to be same as others Simplified teamcolor code for the reticles Now uses same teamcolors as balloutline and ballindicator * Add scale convar to ball indicator pf_ballindicator_scale Scaling allows for any size file, meaning you can use any of the included reticle vtfs as ballindicator if you prefer * Unify ball reticle color commands into RGB convar Removed: pf_crosshair_inner_r pf_crosshair_inner_g pf_crosshair_inner_b pf_crosshair_outer_r pf_crosshair_outer_g pf_crosshair_outer_b Added: pf_crosshair_inner_color (r g b) pf_crosshair_outer_color (r g b) * Revert pf_trail addition This reverts commit cde4a42. !! Only reverting the code, leaving the assets in directory as we may still be able to use them (or players can use them to replace trails clientside manually) * add: basic VTF crosshairs for use with cl_crosshair_file storing in /vgui/crosshairs/ for consistency with base game crosshairs e.g. cl_crosshair_file "crosshair7" = base tf2 crosshair7 cl_crosshair_file "1" = 1.vmt * changed tf_crosshaircolor to tf_crosshair_color * fix: override default trail colors was accidentally reverted with pf_trail fix * renamed p4ss_ convars to pf_ --------- Signed-off-by: Mark <mark.veiermann@gmail.com> Co-authored-by: Mark <mark.veiermann@gmail.com>
fix: viewmodel bug introduced in #152
fix: custom animation to hide original left hand
Signed-off-by: Lucy Faria <rafploooz@gmail.com>
Scale 32 causes non-pixel-perfect rendering, defaults should be 31 to get 1:1 rendering of the vtfs. Not sure if this applies to 2160p or 4k but the overwhelming majority play on 1080p where this does definitely apply. I tried to fix this properly but the math kicked my ass.
Can revert this later if offwhite would match better with final hud
Signed-off-by: Alex G <heyoitsflowey@gmail.com>
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WHY does this have 43 commits? Whatever man. I made it a draft anyway, since it would make more sense to just build off of the branch and PR it once the map is actually fully complete and finalized. |
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Writing issues/additions down here as I remember them. Need to fix the compass. The env_sun isn't visible. |
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This branch introduces a new Arena2 version, RC1, featuring a significant change in the art pass for the flagship map. More additions are planned for the future, but this is a good starting point to run D PUGs to ensure everything plays just about the same.
To those worried about surface properties being different between surfaces like concrete, dirt, and tile, another branch equalized the major brush surface properties a couple of weeks ago.