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v3.2.9 Update Released

We're shipping a small update today containing bugfixes reported by the community from previous patch, few Angelscript additions and other miscs. Full details in the patch notes below:

Changelog

[h2]Angelscript[/h2]
  • Added "Utils.RemoveImage".
  • Fixed "Globals.SetAutoBalanceBlocked(bool)" not working in Objective maps.

[h2]Characters[/h2]
  • Fixed missing texture on Paul Zombie's viewmodel arms.

[h2]Client[/h2]
  • Added checks to prevent changes to DirectX levels.
  • Fixed a case where a certain player wouldn't be displayed in 'Player List'.

[h2]Game rules[/h2]
  • Added experimental forced infection cure when someone dies.
  • Fixed auto balance chat spam mostly on custom gamemodes such as PG maps and The Hidden.

[h2]Maps[/h2]
  • Added and updated item balance and other AS event scripts in the following maps: Aquatica, Biotec, Corpsington and Sapidcerebrum.
  • [Aquatica] Changed zombie respawn timer to not go below 1.
  • [Biotec] Fixed Lab's side doubledoors not correctly breaking via I.E.D and smoothed the zombie ladders on outside tree spawn.
  • [Frozenheart] Fixed garage side door not properly opening when being blocked and updated tree models skyboxes with less verts.
  • [Cinema] Added an anti-idle zombie method on certain spots where Survivors can't reach.

[h2]General[/h2]
  • Removed unnecessary Half-Life 2 singleplayer stuff.

[h2]User Interface[/h2]
  • Changed badge popups (Commander, Medic, etc...) to be an Angelscript (and SourceMod) exclusive feature.
  • Minor font scaling changes to scoreboard and ammobank hud for 1080p and higher resolutions.

[h2]Weapons[/h2]
  • Updated Glock17 spread and yx with better values.
  • Updated Revolver damage multiplier on head only.
  • Updated Chair dmg multiplier and removed its unique vertical trace module.
  • Updated Shovel dmg multiplier both head and body slightly.
  • Fixed collision and rigging on Grenade worldmodel.
  • Fixed Winchester secondary attack not refreshing camping timer.
  • Updated phone names list.