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
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