Moving more towards compatibility with the native API, bit by bit.
TTT has been around a while on the platform, which unfortunately means it has a good amount of outdated baggage internally. A lot of my work over the last 8-9 months has been about trying to remove and rework systems to get us up to speed. As s&box updates and adds tools which make sense for TTT to use or that offer a function we already have, I try to either use them directly or at least get us aligned with them (even if they often seem to come just after I've set ours up already 😭). I believe this is good practice as a generality, but it's also in preparation for more intuitive addon creation in the future. At some point, most developers on s&box are going to be used to doing things in a certain way if there are native components for them. TTT wants to be in line with that so it's as seamless & simple as possible.
This update, one of those alignments was
native components like
Door or TriggerHurt colliders. Since TTT can be played on maps that don't target the game now, we don't want to be unable to do things like open doors just because they aren't our TTT-specific, I/O compatible doors or not get killed when we fall out of bounds. On the flipside, TTT doors now align themselves player input-wise, so
our maps shouldn't be annoyingly half-playable due to doors not being compatible with other games using
IPressable.
Starting formal versioning for TTT with v0.8.0
TTT has already been publicly available and actively updated for some time, so this is not intended to represent its first release. Instead, v0.8.0 establishes the current gamemode as our versioning baseline as we continue working toward the larger 1.0 milestone. All future updates will now include consistent version numbers and changelogs, making it easier to track new features, fixes, compatibility changes, and the overall progress of the gamemode.
What's next?
As usual, updates will have a sprinkling of features, fixes, tweaks and improvements. I'll be adding new traitor weapons, new gameplay features and functionality with each update.
The bigger milestone updates will be shaped around larger systems, the next of which is leaderboards, player stats and achievements.
The next smaller bit of work I'm doing is setting up prop buoyancy and implementing eEight's incredible water visuals library.As always, if you run into any issues, reach out on our
Discord.
I sincerely hope you all have as much fun playing, hosting or mapping with these new changes as I had making and testing them. Updates after this should come with a bit more frequency. Until next time!