v0.1.5 Manual model rendering and more


This update comes with a way to draw as many player models as you want through the PlayerInfo.RenderPlayerModel(int RenderMask) function with the HookEnum.PostRender hook. Also some balancing to extended backtrack and other fixes.

  • Fixed choked ticks accidentally being ordered into the future on the server (this means you couldn't backtrack intermediate records properly)(wups)
  • Averaged the sync tick on the server that is sent from the client and clamp the max packetsimtick to the averaged synctick
  • Forced queued max ticks on the server to CheatApi.GetMaxDeltaTicks()
  • The HookEnum.CheatApi_PlayerPoser_ProxySetupHitboxes is now actually overridable
  • !!!!!!! Added CheatApi.GetPacketSyncLatencyTicks() important for extending backtrack
  • !!!!!!! Updated GetMaxDeltaTicks notes
  • !!!!!!! Added CheatApi.GetMaxFutureTicks()
  • Networked AnimationInfo.SmoothClampedVelocityYaw you can extract alot of information from this like a rough velocity yaw and a -90 - 90 real angle but its pretty convoluted(on purpose) idek how to
  • Added AnimationInfo.GroundTouch()
  • The server now animates every ground touch
  • Added PlayerInfo.RenderPlayerModel(int RenderMask) to manually draw the player
  • Added HookEnum.PostRender for manually drawing the players
  • Added PlayerInfo.DontDrawModel
  • Added class HitboxCacheInfo
  • Added PlayerInfo.SetHitboxCache(HitboxCacheInfo Cache)
  • Added PlayerInfo.GetHitboxCacheCopy()
  • Minimally exposed InterpVector class
  • PlayerInfo interp vectors are now accessible but with minimal functionality (also dont change the reference)


!!!!!!!!!Please don't join the discord if you are insufferable, toxic, or just a generally annoying person. HvH is dying for a reason!!!!!!!!!!!

https://discord.gg/GGHqzG7Ppn

Files

phvh-win-build(0.1.5).zip 97 MB
Version 4 3 days ago
phvh-linux-build(0.1.5).zip 98 MB
Version 4 3 days ago

Get ProjectHvH

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.