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playdemo mydemo;bxt_cap_start
by @eim64 in https://github.com/YaLTeR/BunnymodXT/pull/446
bxt_fix_widescreen_fov
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/448
bxt_tas_ducktap_priority
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/440
bxt_hud_quickgauss 2
to show only server time by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/413
bxt_show_player_bbox
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/417
bxt_show_monster_bbox
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/439
bxt_hud_entity_info 3
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/420
bxt_collision_depth_map_fov
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/414
bxt_ch
, bxt_get
and bxt_print
commands by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/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
bxt_hud_game_alpha_max_clientside
, added bxt_hud_game_alpha
and bxt_hud_game_alpha_damage
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/435
bxt_cof_disable_viewpunch_from_jump
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/405
bxt_cof_disable_monsters_teleport_to_spawn_after_load
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/410
give
support in Cry of Fear by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/434
BXT_DISABLE_VSYNC
environment variable to disable the V-Sync in pre-Steampipe builds by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/424
BXT_DISABLE_DISCORD_RPC
environment variable to disable the Discord RPC by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/419
host_framerate
if it is enabled by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/426
bxt_show_splits
default to 0
by @YaLTeR in https://github.com/YaLTeR/BunnymodXT/pull/425
bxt_show_nodes
in Counter-Strike: Condition Zero Deleted Scenes by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/411
render_yaw_override
HLTAS line to fake the camera yaw angles without affecting the movement by @YaLTeRs40
, s41
) strafe type by @khanghugo. The yaw field sets the turn rate+alt1
) freecam twice as fast by @YaLTeRbxt_tas_new
to put initial commands into load_command
by @YaLTeRbxt_tas_editor_show_from_last_frames
by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/442
Full Changelog: https://github.com/YaLTeR/BunnymodXT/compare/jan-16-2023...jul-23-2023
Published by github-actions[bot] almost 2 years ago
bxt_splits_
commands and bxt_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+bxt_tas_autojump
by @hobokenn in https://github.com/YaLTeR/BunnymodXT/pull/357
bxt_show_only_viewmodel_and_player
to bxt_show_only_players
, changed how bxt_show_triggers_legacy
works so it is toggle-able in demos, added func_ladder
drawing for bxt_show_triggers
, added commands to disable drawing of various components by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/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
BXT_DISABLE_DEBUG_CONSOLE
to disable the Bunnymod XT Debug Console by @chinese-soup in https://github.com/YaLTeR/BunnymodXT/pull/329
bxt_remove_stamina
and support for bxt_bhopcap 0
for Counter-Strike 1.6 by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/331
bxt_fire_on_button
to run a console command when pressing a button with the specified target by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/334
bxt_fire_on_stuck
to run a console command when the player is stuck by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/335
bxt_hud_viewangles 2
that includes punch angles by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/335
bxt_hide_other_players
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/363
bxt_cam_fixed
output to bxt_ch_get_pos
by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/371
bxt_remove_punchangles
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/369
bxt_shake_remove
, changed bxt_clear_green
to bxt_clear_color
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/373
bxt_hud_game_color
support for CS: CZDS by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/379
func_door
, func_rotating
, func_train
damage to bxt_hud_entity_info
as those entities can also deal negative damage when blocked by player, by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/387, https://github.com/YaLTeR/BunnymodXT/pull/400
bxt_hud_jumpdistance
similar to KZStats plugins by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/340
bxt_hud_jumpspeed
pulling velocity one frame late and issues with bhop cap by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/349, https://github.com/YaLTeR/BunnymodXT/pull/356, https://github.com/YaLTeR/BunnymodXT/pull/362
R_Clear
to match it on 1712 build by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/355
bxt_remove_fps_limit
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/359
hlstrafe_version 5
which changes the following:
target_yaw look_at
which will lock the player's view to a point set by coordinates, or to an entity (by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/382)bxt_tas_editor_set_target_yaw_type
to toggle between velocity_lock
and look_at
(by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/382, https://github.com/YaLTeR/BunnymodXT/pull/398)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 https://github.com/YaLTeR/BunnymodXT/pull/386)bxt_hud_tas_editor_status
(by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/350, https://github.com/YaLTeR/BunnymodXT/pull/352)bxt_tas_editor_set_frametime
(by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/367)change target_yaw_offset
for adding an offset to target_yaw
, for example using target_yaw velocity_lock
but looking to the side or back from the velocity direction (by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/374)bxt_speed_scaling
for CS: CZDS (by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/383)+use
slowdown prediction in TFC (by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/361)bxt_ch_get_pos
to bxt_get_pos
and made it also print origin of point under crosshair, useful for target_yaw look_at
(by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/402)Full Changelog: https://github.com/YaLTeR/BunnymodXT/compare/aug-31-2022...jan-16-2023
Published by github-actions[bot] about 2 years ago
bxt_render_far_entities
, which is like bxt_novis
, but shouldn't affect entity behavior by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/278
bxt_ch_get_pos
to show the camera origin when bxt_hud_origin
is 2 by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/284
bxt_viewmodel_bob_angled
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/282
bxt_hud_game_color
works to support more mods by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/287
bxt_disable_nightvision_sprite
support for Counter-Strike: Condition Zero Deleted Scenes by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/288
bxt_hud_waterlevel
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/291
bxt_hud_health_override_in_demo
which overrides the health displayed by bxt_hud_health
during demo playback by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/293
bxt_show_player_in_hltv
in favor of automatically doing the right thing by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/295
bxt_hud_game_alpha_max_clientside
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/299
cl_righthand
by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/306
bxt_force_clear
for removing out-of-bounds rendering artifacts by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/314
bxt_force_jumpless
for disabling jumping by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/316, https://github.com/YaLTeR/BunnymodXT/pull/317
bxt_fire_on_mm_*
for running a console command when a multimanager is fired by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/320
bxt_show_bullets
and bxt_show_bullets_enemies
to draw firing lines for hitscan weapons by @Eddio0141 in https://github.com/YaLTeR/BunnymodXT/pull/321
bxt_disable_gamedir_check_in_demo
for watching demos recorded in other game directories by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/323
bxt_remove_fps_limit
to lift the WON 100 FPS limit by @SmileyAG in https://github.com/YaLTeR/BunnymodXT/pull/327
bxt_anglespeed_cap 0;bxt_speed_scaling 0
by @khanghugo in https://github.com/YaLTeR/BunnymodXT/pull/322
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)func_pushable
TAS log support_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 consoleFull Changelog: https://github.com/YaLTeR/BunnymodXT/compare/mar-24-2022...aug-31-2022
Published by github-actions[bot] over 2 years ago
General improvements:
bxt_show_only_viewmodel
support for 3248/4554 builds (thanks @SmileyAG).bxt_hud_entity_info 1
to 2
(thanks @SmileyAG).bxt_wallhack
(thanks @SmileyAG).bxt_disable_nightvision_sprite 1
to disable the night vision sprite in Opposing Force without replacing the file (thanks @chinese-soup).bxt_timer_reset
, so races and marathons can continue past the crash (thanks @chinese-soup).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).bxt_hud_game_color
and bxt_hud_game_alpha
to change color and alpha of in-game HUDs (thanks @SmileyAG).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).TAS support improvements:
bxt_tas_editor_toggle s00
, s01
, s10
, s11
, useful for wiggle-style TASes.bxt_tas_optim_init
on 1-frame-long frame bulks._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.Published by github-actions[bot] over 2 years ago
General improvements:
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).bxt_force_fov
(thanks @SmileyAG and @chinese-soup).bxt_ch_set_angles
to bxt_set_angles
(thanks @SmileyAG).R_DrawParticles
(thanks @hobokenn).TAS support improvements:
bxt_tas_editor_toggle s06
and s07
and bxt_tas_editor_set_left_right_count
, as well as showing the count on the TAS editor status HUD.bxt_tas_optim_init
, a helper command for starting the experimental bxt-rs optimization.Published by github-actions[bot] almost 3 years ago
General improvements:
bxt_autojump_priority
to control ducktap or autojump preference (thanks @SmileyAG).bxt_force_duck
(thanks @chinese-soup and @hobokenn).bxt_show_hidden_entities_clientside
(thanks @chinese-soup and @hobokenn).bxt_skybox_remove
(thanks @SmileyAG).bxt_disable_hud
(thanks @SmileyAG).bxt_disable_vgui
(thanks @hobokenn).bxt_force_zmax
(thanks @hobokenn).bxt_viewmodel_fov
(thanks @chinese-soup and @hobokenn).bxt_water_remove
, recommended to use together with r_novis 1
(thanks @SmileyAG).bxt_hud_entity_info
(thanks @Eddio0141).bxt_viewmodel_disable_
cvars to disable viewmodel sequences (thanks @hobokenn).bxt_hud_quickgauss
(thanks @chinese-soup).bxt_viewmodel_ofs_
cvars to change viewmodel offsets (thanks @hobokenn).bxt_autorecord
crash in CS:CZDS on Linux (thanks @hobokenn).bxt_hud_origin 2
for draw position of camera in bxt_freecam 1
mode (thanks @SmileyAG).bxt_hud_armor
for draw a player armor in float value (thanks @SmileyAG).bxt_show_player_in_hltv
for render player model when watching a POV demo (thanks @SmileyAG).bxt_autorecord
crash in Blue Shift on Linux (thanks @SmileyAG).bxt_ch_get_getpos
for get positions & angles as like in HL2 (thanks @chinese-soup).bxt_show_only_viewmodel
, bxt_clear_green
for capturing viewmodel (thanks @SmileyAG).bxt_viewmodel_semitransparent
(thanks @SmileyAG)._bxt_set_frametime_remainder
.Injector.exe
).TAS support improvements:
bxt_tas_become_simulator_client
in the second instance.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 just bxt_tas_loadscript script.hltas
and is a requirement for two-game support. bxt_tas_new
was changed to use load_command
too.bxt_tas_editor_camera_editor
. It shows camera angles for every frame and allows inserting and changing camera frame bulks and applying global smoothing.+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.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).target_yaw_override
frame bulk which overrides target yaws for subsequent frames, used by global smoothing.something.hltas.backup
file whenever a destructive action is done in the TAS editor (e.g. disabling the TAS editor).Thanks to @SmileyAG for preparing the changelog.
Happy new year!
Published by YaLTeR about 3 years ago
General improvements:
bxt_timer_autostop
on Linux for games that stop based on a multi_manager
(thanks @chinese-soup).bxt_show_displacer_earth_targets
for displaying Opposing Force displacer's earth target entities (thanks @hobokenn).bxt_timer_autostop
cvar always available rather than gated on the presence of Half-Life-specific game end functions (thanks @SmileyAG).bxt_ch_set_angles
(thanks @chinese-soup).bxt_disable_changelevel
(thanks @SmileyAG).bxt_triggers_color
(thanks @SmileyAG).bxt_bhopcap
(thanks @hobokenn).bxt_disable_autosave
should now work with most mods (thanks @hobokenn)._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).sv.max_edicts
value saving to demos (thanks @hobokenn).TAS support improvements:
hlstrafe_version 4
which fixes camera yaw switching between two adjacent values when using exact angle constraints.Published by YaLTeR almost 4 years ago
General improvements:
bxt_autojump
support for Paranoia (thanks @mxpph).bxt_bhopcap
support for Counter-Strike: Condition Zero Deleted Scenes (thanks @Godlikehobbit) and for Nuclear Winter and Ground Zero (thanks @mxpph).bxt_show_pickup_bbox
which shows item and weapon pickup bounding boxes (thanks @Matherunner).bxt_disable_autosave
(thanks @mxpph).SV_AddLinksToPM_
patterns for 4554 and NGHL (thanks @hobokenn).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 and bxt_tas_new
will pick it up.TAS support improvements:
bxt_tas_editor_insert_point
(this was especially annoying with bxt_tas_new
).bxt_tas_new
initial segment length to 1 second.bxt_tas_new
now automatically stores custom bxt_bhopcap
and sv_maxspeed
values and a BXT timer reset into the script.bxt_tas_new
now include stop;bxt_timer_stop
.bxt_tas_editor_set_commands
to set commands on a segment.Published by YaLTeR about 4 years ago
Fixed a few crashes with different HUDs being enabled while playing back demos (usable entities, etc.).
TASing-related changes:
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.+alt1
and +duck
respectively (for mouse dragging).+bxt_tas_editor_look_around
to look around in the editor. It is +bxt_tas_editor_append
without append.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.bxt_tas_new
now prints the correct FPS value in its message.Published by YaLTeR over 4 years ago
Added timer autostop for the following mods (thanks @mxpph and @TheSmiley47):
Moved the TAS editor append mode to +bxt_tas_editor_append
. Now bxt_tas_editor
can be set only to 0
or 1
. Additionally, the right click action of append mode was moved to the left click, with the left click action removed.
Bind +bxt_tas_editor_append
to a key near WASD and use it as the "hold to fly around while in the editor" key.
Added middle mouse (wheel) drag action to the TAS editor which is similar to the left button drag action, but also adjusts the length of the following frame bulk to make the total length stay the same.
Made target_yaw
fast when zero tolerance is used (+-0
) and made tolerance optional (zero is assumed).
This is what you should use pretty much everywhere; where you would write e.g. target_yaw 270 +-0.1
you should now write just target_yaw 270
, etc.
Added target_yaw velocity_lock
which follows the velocity angle and locks to the target strafing angle. It is a better version of target_yaw velocity_avg
which does not shake the camera at all, not even a tiny amount.
Once again, this is what you want to use by default starting from this release as it's better than the other options.
Made target_yaw velocity_lock
the default in bxt_tas_new
.
Added duck before collision including ceilings display to the TAS editor status HUD element.
Added bxt_tas_editor_toggle dbcceilings
.
Added bxt_tas_export_libtas_input
(experimental, worked for a number of TASes and didn't work properly on a single TAS).
Fixed TAS editor mouse support on Fedora 32.
Published by YaLTeR over 4 years ago
+bxt_triggers_place
, a visual drag-and-drop way to create custom triggers. Thanks @Marckvdv!bxt_hud_tas_editor_status
. Thanks @Eddio0141!bxt_print_entities
and bxt_hud_entities
. Useful for checking the entity order for the 4 FPS trick.bxt_hud_entity_hp
to bxt_hud_entity_info
and made it additionally display the entity index, classname and targetname._bxt_norefresh 1
considerably faster.Note: due to a mistake, the mar-21-2020 tag points 1 commit earlier than this release. I made a mar-21-2020-real tag which points at the correct commit. I didn't bother rebuilding the binaries so the version string says mar-21-2020-1
and not mar-21-2020-real-0
.
Published by YaLTeR over 4 years ago
Non-TASing-related changes:
bxt_collision_depth_map_pixel_scale
console variable, which allows rendering the collision depth map at a lower resolution than the game's resolution. It's set to a good value by default, so you can safely view the collision depth map at your regular resolution. Thanks @Marckvdv!bxt_collision_depth_map_remove_distance_limit
console variable to remove the tracing distance limit, so far away entities are still shown on the collision depth map. Enabled by default.This release features a number of improvements to the TAS editor and TAS support in general.
bxt_tas_editor_simulate_for_ms
console variable.change yaw to 90 over 1 s
change pitch to 0 over 0.5 s
change target_yaw to 23.5 over 2.3 s
bxt_hud_tas_editor_status
which shows the properties of the currently selected point in edit mode. Thanks @Eddio0141!bxt_tas_editor_set_yaw/pitch/repeats
and bxt_tas_editor_unset_yaw/pitch
.bxt_tas_playback_speed
which controls the TAS playback speed. It's set to 1
by default, which means that the TASes will play back in real-time (or slower). Set to 0.5
for example to make the TASes play back 2 times slower. Set to 0
to play back as fast as possible.bxt_tas_write_log
which automatically writes the bxt_taslog
of the TAS.bxt_taslog
to accept an argument (0 or 1) rather than being a toggle.host_framerate
and _bxt_min_frametime
are now automatically reset when TAS playback ends.bxt_tas_editor_append_frames
in favor of automatic selection.bxt_tas_editor_toggle s22
toggling s23.Published by YaLTeR almost 5 years ago
A new big release featuring the in-game TAS editor! Watch the TAS editor introduction here: https://youtu.be/NQ7n9TE1t3o.
bxt_tas_split <filename>
, which creates a save and splits the TAS at the point of the command for making a soft-segment: you can join the two resulting scripts into one later.bxt_freecam <0|1>
for a free-cam mode, which is like noclip, but only the camera is moved and not the player. Most useful while the game is paused.bxt_tas_norefresh_until_last_frames
cvar which automates toggling _bxt_norefresh
during TAS execution, instead of manually setting _bxt_norefresh 1
and 0
in the TAS script.bxt_tas_new
for creating new TAS scripts.hlstrafe_version
hltas property.TAS editor stuff, showcased in the video linked above:
bxt_tas_editor
bxt_tas_editor_toggle
bxt_tas_editor_insert_point
bxt_tas_editor_delete_point
bxt_tas_editor_delete_last_point
bxt_tas_editor_save
bxt_tas_editor_set_run_point_and_save
bxt_tas_editor_append_frames
Published by YaLTeR over 5 years ago
bxt_wallhack
in Opposing Force build 1600 (thanks @quantumdude836).Published by YaLTeR about 6 years ago
+bxt_tas_jumpbug
for automatic jumpbugs (thanks @arianon).bxt_hud_nihilanth
for displaying various information about Nihilanth's state (thanks @Matherunner).bxt_hud_health
for displaying the true (not trimmed to 255) health value (thanks @philippTheCat).bxt_wallhack
, bxt_wallhack_additive
, bxt_wallhack_alpha
, bxt_novis
(thanks @Matherunner).bxt_collision_depth_map
, bxt_collision_depth_map_hull
, bxt_collision_depth_map_max_depth
, bxt_collision_depth_map_colors
for an extremely slow and somewhat skewed way of viewing the collision data.bxt_autostop
) (thanks @Shigbeard).bxt_tas_exportscript
: converts a .hltas to an "exported" version without any autofuncs (strafing, autojump, etc. are replaced with raw button presses).bxt_fade_remove
work on 4554 (thanks @Matherunner).bxt_bhopcap
work on HL: Echoes (thanks @Matherunner).bxt_show_triggers
to draw triggers on the client side, this way they don't get saved in demos. The old implementation is now accessible via bxt_show_triggers_legacy
(thanks @Matherunner).Published by YaLTeR about 7 years ago
Fixed compatibility with NGHL.
Published by YaLTeR about 7 years ago
Published by YaLTeR over 7 years ago
Hotfix release to fix bxt_autorecord
not working after a changelevel.
Published by YaLTeR over 7 years ago
bxt_stop_demo_on_changelevel
which, well, stops demos on changelevels. This is useful in combination with bxt_autorecord
for older WON engines that can’t record demos past changelevels properly.bxt_hud_incorrect_fps_indicator
.bxt_triggers_*
commands). They are useful for segmented speedruns to allow for accurate comparison (everyone has the same segment stopping point)._bxt_save_runtime_data_in_demos
.Published by YaLTeR over 7 years ago
Hotfix release to restore 4554 (Goldsrc Package 2) compatibility.