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Changelog
- Ragebot
- Re-added resolver (sorry we took it out in a previous update).
- Noticeably more reliable against freestanding targets.
- Fixed team check not working for allies in Danger Zone.
- Re-added resolver (sorry we took it out in a previous update).
- Visuals
- Added custom fog feature (Visuals > World > General).
- Reworked night-mode and modulation features (wall/prop transparency etc) for a large FPS boost.
- Added option to adjust sky darkness.
- Misc.
- Added enemy grenade prediction.
- Added labels to menu icon subtabs.
- Fixed issues related to purchase-revealer.
- Improvements to straight-throwing grenades.
- Improvements to rendering and performance.
- Major fixes and improvements to grenade prediction.
- Various major and minor bug fixes and improvements.
- Scripting
- Added World.GetModelIndex(model_path_string)
- Added GrenadePrediction.Run()
- Must be called every tick to remain active, you can call it in the draw thread, there is no performance impact when calling it, must be called in order for grenade prediction to predict (if the user has it disabled).
- GrenadePrediction.GetPredictedGrenade()
- Returns a grenade object, the predicted local player grenade.
- Returns undefined if there is none (important to handle this).
- GrenadePrediction.GetLiveGrenades()
- Returns an array of all live grenade objects in the world.
- Ragebot.TargetIgnoreHitbox() now has a third argument, non-strict ignore (false by default — old scripts will behave the same).