github YaLTeR/BunnymodXT mar-24-2022
Mar 24 2022

latest releases: nov-11-2024, jul-23-2023, jan-16-2023...
2 years ago

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.

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