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What's New?
==Section:TopLeft, x + 5, x + 3=={on_join} - Is true for the first frame after joining a world{on_load} - Is true for the first frame after the profile is (re)loadedon_chat_message / on_chat_msg chat_messages{crosshair:<texture_path>}{icon:<texture_path>}, but renders how the crosshair renders{is_frozen} , {is_freezing} , {frozen_per} / {frozen_percentage} , {frozen_ticks}{on_fire}{attack_cooldown}{i:cooldown} , {i:max_cooldown} , {i:cooling_down} , {i:cooldown_percentage} / {i:cooldown_per}{facing8} and {facing8_short}{facing} and {facing_short} are now alias of {facing4} and {facing4_short}{velocity} is now an alias of {velocity_xyz}{velocity_x} and {velocity_xy}){velocity_x_kph}){velocity_x_mph}){velocity_xz[4]}. This will compare the positions between now and 5 ticks ago to calculate the velocity)-freq# / -v# was added, which limits how fast a
variable updates on the hud. Despite this sounding like it would be a good substitute for the old system, it
is not, as it loses the "smoothing" that updating the actual change in distance would have