Releases: PazerOP/CastingEssentials
Releases · PazerOP/CastingEssentials
r21
Breaking change: Added ce_hud_progressbar_directions
(default 0
). You must turn this on if you use direction <north/east/south/west>
on your progressbars in your HUD (probably the case if you are already using ce_hud_player_health_progressbars
)
I'd recommend you delete your existing CE folder and replace it for this version.
- Significant performance improvements!
r20: - - - 115226 frames 1066.662 seconds 108.02 fps ( 9.26 ms/f) 5.166 fps variability
r21: - - - 115226 frames, 919.681 seconds 125.29 fps ( 7.98 ms/f) 8.337 fps variability
stock tf2: 115226 frames, 908.826 seconds 126.79 fps ( 7.89 ms/f) 6.454 fps variability
- New outlines! (again)
- Lighter on CPU, slightly heavier on GPU.
- Removed
ce_graphics_glow_intensity
,ce_outlines_mode
, andce_outlines_additive
. - Added
ce_outlines_expand
: Controls the pixel radius of hard-edge outlines. - Added
ce_outlines_blur
: Controls the blur that is applied to the outlines. Previous l4d-style outlines would have been roughly equivalent toce_outlines_blur 4
- Performance improvements if players are not in the PVS or they're not on your screen.
- Added
ce_cameratools_fix_view_heights
, which adjusts the view height of classes on STV to match that of the actual game. Also fixes crouching popping up and down instantly. - Added Sniper LOS module (
ce_sniperlos_
), which draws beams showing where scoped in snipers are aiming. There's still work to be done on this so it doesn't look like machina tracers flying around everywhere. - Added
ce_texturetools_full_res_rts
, which allows creating refraction and water reflection render targets at full resolution rather than 1024x1024. The quality difference is more noticeable as you increase game resolution. Tradeoffs: slightly more VRAM usage, slightly more gpu usage when water is in view. - Added
ce_consoletools_limits_set
, which allows adding/removing/changing limits for a convar. For example, you can use this to unlockmat_picmip -10
. - Added
ce_weapon_skin_downsample
to control how many mip levels are skipped for non-local players' weapon skin textures (default 2, set to 0 for full resolution skins everywhere) - Added
ce_hud_player_status_effects_debug
to force drawing a status effect icon for all players (to make hud editing easier) - Fixed an issue where killstreaks would not be set properly.
- Fixed hitevents happening when not in firstperson or thirdperson.
- Fixed missing vaccinator icon texture on embedded medigun panels.
- Fixed separated medigun panels displaying %charge% until a new medic (just switched class) started healing.
- Fixed weapon chargebar text showing [unknown] if they were not enabled.
- Less chance of things catastrophically breaking with TF2 updates.
r20
If you previously used player health progressbars on your hud, ce_hud_player_health_progressbars
(and ce_hud_forward_playerpanel_border
) now default off. If you still want to use them, you must turn them on in your config. This change was to avoid wasting performance for people who didn't know about/use these features.
- Added
ce_killstreaks_hide_firstperson_effects
, which prevents professional killstreak eye effects from appearing in firstperson on STV. - Replaced most of the thirdperson lock cvars (
ce_tplock_
) to support automatically entering thirdperson on STV when a player taunts. See the wiki page for more information. - SteamTools module now has support for the 2018 rich presence update.
- Minor performance improvements.
- Added
ce_weapon_inspect_block
, which prevents inspect animations from playing. - Added
ce_hud_player_status_effects
, which shows status effect icons in the playerpanels on the spectator gui based on the current active effects on the player. See the wiki page for info on how to add support to your hud. - Added
ce_hud_chargebars_enabled
, which shows weapon charge bars (only the banners for now) in the playerpanels on the spectator gui. See the wiki page for info on how to add support to your hud. - Hid by default the "Unable to find player %s for panel %s" console spam that would sometimes show up.
- Added autocomplete to
ce_consoletools_flags_add
/remove
. - Added
ce_consoletools_flags_add
/remove
support forFCVAR_HIDDEN
andFCVAR_DEVELOPMENTONLY
. - Added
ce_consoletools_alias_remove
to remove existing aliases created with the built-inalias
command.
r19
- Added HitEvents module, which enables hitsounds and damage numbers in STV.
- Server must be running SrcTV+ by dalegaard for this feature to work
- Controlled with
ce_hitevents_enabled
ce_hitevents_dmgnumbers_los
controls whether you can see damage numbers through walls- Behavior of damage numbers/hitsounds is controlled by normal
tf_dingaling_
andhud_combattext_
cvars
- Small performance improvements.
- Fixed
ce_localplayer_track_spec_target
. - Fixed a case where white outlines would show up.
- Fixed a typo in
ce_outlines_spy_visib(i)lity
r18
Thanks a bunch to dalegaard for contributing fixes and new features:
- Fixed camera autoswitch being triggered by dead ringer feigns.
- Added
ce_clienttools_windowtitle
, which allows you to override the title of the game window. Useful when running multiple instances of TF2 and matching their window title in OBS. - Added
ce_cameratools_spec_entindex
to spectate players by their entindex.
Many other changes as well:
- Added
ce_cameratools_spec_index <team> <hud index>
to spectate a player by their position on the hud. - Added camera group support to autocameras. you can now use
ce_autocamera_cycle <prev/next> [group]
to cycle between a certain subset of cameras. - Added
ce_autocamera_spec_player <free/fixed/follow> [group]
which allows "following" a player using autocameras, optionally tracking them with the camera angles. - Added
ce_teamscores_delta_blu/red
, which offset the team scores for the ingame team scores panel. Useful for golden caps, etc. - Added
ce_outlines_spy_visibility
, which outlines cloaked spies even when they are not behind walls. - Added the ability to specify FOVs in autocameras.
- Added
ce_fovoverride_test
andce_fovoverride_test_enabled
to help with placing autocameras with custom FOVs. - Added ce_teamscores_text<number> cvars, where number is an integer between 1 and 4. Maps directly to
%customtext<number>%
dialog variables on the teamscores panel. - Fixed a rare crash when players leave the server.
- Fixed camera autoswitch running when in freecam (roaming) mode.
- Replaced
ce_fovoverride_enabled
,ce_fovoverride_fov
, andce_fovoverride_zoomed
withce_fovoverride_firstperson
,ce_fovoverride_thirdperson
,ce_fovoverride_roaming
, andce_fovoverride_fixed
.
r17
- Added inverse player health progress bars.
- Player health infills now have support for flickering and/or fading out.
- Added
ce_infills_additive
which enables additive rendering for infills (adds to the underlying color, rather than replacing it) - Modified syntax of
ce_cameratools_spec_pos
:ce_cameratools_spec_pos x [y] [z] [pitch] [yaw] [roll] [mode]
- Any of the parameters can be a single question mark (
?
) which is interpreted as "do not change". - Any omitted parameters are interpreted as "do not change".
mode
can be eitherfree
,fixed
or?
.- Breaking change: previously,
ce_cameratools_spec_pos
would always use a fixed camera. Now it keeps your currentspec_mode
. This means that if you want the previous behavior of always going intospec_mode 3
, you need to specifyfixed
as the mode.
- Any of the parameters can be a single question mark (
- Added
ce_cameratools_spec_pos_delta
, which just adds the specified values to your position/angles. Uses the same updated syntax asce_cameratools_spec_pos
. - Added
ce_autocamera_goto_mode
, which controls thespec_mode
to use force_autocamera_goto
andce_autocamera_cycle
. - Fixed sticky jumper stickies not having outlines.
- Fixed dispenser screens causing outlines to disappear all over the place. Whoops.
r16
r15
- Fixed a crash in FOV overrides related to spectating a player who timed out.
- You can now disable thirdperson camera lock degrees per second limits by setting any of the
ce_tplock_dps_
cvars to -1. - Widespread performance improvements.
- Added support for ingame team scores. No more alt+tabbing to change scores manually in OBS.
- Added support for embedding medigun panels inside specgui player panels. Lots of changes to mediguninfo-related cvars, see the wiki page for more info.
- Added support for L4D-style blurred outlines.
- Added support for CS:GO-style player infills based on player health.
r14
- Fixed the new and improved player outlines not including players' cosmetics and weapons. No more clown shoes on soldiers (gunboats would cause their feet to be permanently outlined).
- Fixed ubers breaking outlines.
- Fixed players being invisible until they die if you were spectating them in firstperson when the round started (floating cosmetics). New cvar
ce_graphics_fix_invisible_players
. - Fixed a crash in medigun panels.
- Fixed per-map configs always running, regardless of the value of
ce_mapconfigs_enabled
. - Added
ce_graphics_glow_silhouettes
, which just draws outlines as solid colors. A debugging experiment I left in because I thought it looked nice. - Added
ce_smoothing_los_min
, which controls the minimum percentage of LOS check points that must pass for a smooth to be started.
r13
- Added
ce_graphics_improved_glows
, which allows you to switch between the new and improved outlines provided by CastingEssentials, and the ones built into TF2. I am aware that the game is slightly darker when using the CE outlines. This is a bug. - Added
ce_graphics_glow_intensity
, a global scalar for the "brightness" of the new and improved outlines (ce_graphics_improved_glows 1
required). - Fixed cases where several systems (medigun panels, player aliases, and killstreaks) would sometimes not work for specific players in a given server.
- Updated a signature to match a change in the Smissmas 2017 update.
r12 final
- New camera smoothing algorithm. I think this is probably as good as it's going to get.
- Added
ce_killfeed_continuous_update
which fixes the localplayer module causing the highlighted items in the killfeed to become "stuck" on whoever you were speccing when the killfeed event was created.