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  3. Anniversary Update - Patch 1.0.3.6

Anniversary Update - Patch 1.0.3.6

Server owners please update your servers!
[h3]Code[/h3]
Core
  • All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, this allows modders to simply add their stuff here without the need to update a manifest file, or override existing files.
  • Improved workshop logic for dedicated servers, improved the verboseness.
  • Removed all AI node crap, from now on only NAV is used. Update your custom maps if you have not yet added NAV!
Players & Skills
  • AFK kicker will no longer kick people during end vote screen, if it takes too long.
  • Coldsnap will reduce enemy movement speed by 45% and force the enemy to walk, if running.
  • All default soundsets are now available for each character.
  • You can now view quests + progress while spectating.
  • Firstperson body will not render if your view is rendered through a camera.
  • Disabled bloom effects when view is rendered through a camera.
  • Fixed armor damage pain sound, it was overriden by the default pain sound.
  • Improved player animation state blending, especially for the local player, less glitchy leg movement, proper YAW, etc.
  • Added a lost survivor soundset made by Seoras back in the day.
  • Added an option to enable automatic reload of weapons.
HUD & VGUI
  • Updated credits logic, you can now increase/decrease the scroll speed by using mouse scroll, also fixed the layout.
  • Excluded maps can now show proper loading screens.
AI & NPCs
  • Added npc_bandit_leader, npc_police, npc_riot and npc_swat (plus static versions).
  • npc_fred now has a disable jump option.
  • Added allow jump, and force static option to npc_custom_actor.
  • Fixed NPC auto-fire shotgun OPness.
  • Overhauled npc_custom_actor AI.
  • Fixed zombie NPCs wall hacking issues.
  • Improved overall zombie attack logic, they can reach you in trickier areas.
  • Fred can no longer walk thru military or bandit NPCs.
  • Fixed ai schedule route stuff if interruptability is set to Death, any interruptions will not cause the AI to break.
  • Added support for soundset override in the model override, defined in the maps script. Useful if you want the npc to use an entirely new soundset.
  • Crawling zombies are now non solid for all NPCs and players.
  • Improved zombie door breaking AI a bit, they will no longer randomly attack doors, only if the door obstructs their NAV path.
  • Fixed npc_custom_actor fire rate with certain weapons.
  • Disabled jumping for Johnson in Salvage.
Entities
  • Added SetBreakable, SetUnBreakable, and breakable default state to prop_door_breakable.
  • Added filter_inventory_item which can be used to filter based on whether or not a player has a certain inventory item.
  • Added filter_damage_type, this can be used to filter entities based on classification.
  • Fixed messy smart_trigger outputs.
  • It is now possible to disabled the inventory item rotation effect by setting DisableRotationFX to 1 in the script for the item. Disabling the effect will also set the item to spawn using the orientation in hammer, and will revert to the ang_off_* ones when dropped.
  • Radius glow color can now be changed through LocalGlow R G B A.
  • Fixed +use hierarchy, sometimes if an inventory item was dropped into an ammo box or some other larger non solid entity you would not be able to pickup the item.
  • Improved zombie volume tracing.
  • Fixed item_ammo_crate +use trolling.
  • A thrown propane tank will have a red'ish glow outline rather than blue'ish, implying it can be detonated!
  • logic_objective no longer needs an index value.

[h3]Balancing[/h3]
  • Updated Coldsnap to reduce speed by 45% instead of 15%.

[h3]Achievements[/h3]
  • Complete Nightclub with at least 4 players.
  • Bandit Massacre.
  • Psychopatic Tendencies.
  • Healing Addiction.
  • Kung Flu Fighting.
  • Mazel Tov.
  • Prescripted with Pain.
  • Sweeper.
  • Head Traumer.

[h3]Maps[/h3]
  • Added Nightclub, Objective.
  • Added Fever, Elimination.
  • Added Rooftop, Elimination.
  • Remastered Cargo, Arena.
  • Remastered Swamp Trouble, Arena.
  • Remastered Rooftop, Arena.
Laststand - Objective
  • Fixed NAV issues.
Termoil - Objective
  • Added clips to prevent Fred from falling down and into the sewers.
Mecklenburg - Objective
  • Added a new quest, find the keycard and open the armory.
  • Rastamon and George Wayne will no longer get stuck if obstructed.
  • Fixed jail cells not opening.
  • All humans will be ported to the gunshop after defending it.

[h3]Misc[/h3]
  • Added the latest SDK 2013 engine binaries.
  • Fixed various duped output issues in the FGDs.
  • Removed tons of unused bloat, legacy HL2 and TF2 code, logic, fgd, etc...
  • Added missing detail textures from L4D content, also removed some duped files.
  • Updated Russian translation.
  • Updated credits, added some missing people!
  • Removed unused achievements, for now.
  • Credits to The deadly Cutsman for the remastered maps, and to Razorkiller for the new achievement ideas plus icons!

[h3]Community Discord[/h3]
https://discord.gg/0TitkvlFlYoBak0V

[h3]Sethen's Level Design Blog[/h3]
https://nicholasnugent.weebly.com/blog