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	<id>https://wiki.zombiepanicsource.com/index.php?action=history&amp;feed=atom&amp;title=Version%2FZombiePanicSource%2F3.1g</id>
	<title>Version/ZombiePanicSource/3.1g - Revision history</title>
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	<updated>2026-11-03T12:21:29Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.zombiepanicsource.com/index.php?title=Version/ZombiePanicSource/3.1g&amp;diff=1425&amp;oldid=prev</id>
		<title>Wuffesan at 07:32, 13 October 2026</title>
		<link rel="alternate" type="text/html" href="https://wiki.zombiepanicsource.com/index.php?title=Version/ZombiePanicSource/3.1g&amp;diff=1425&amp;oldid=prev"/>
		<updated>2026-10-13T07:32:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:32, 12 October 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Version&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{Version&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| game = ZombiePanicSource&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| game = ZombiePanicSource&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| title = &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Small &lt;/del&gt;Update&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| title = &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Large &lt;/ins&gt;Update&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| version = 3.1g&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| version = 3.1g&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| image1 =  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| image1 =  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Wuffesan</name></author>
	</entry>
	<entry>
		<id>https://wiki.zombiepanicsource.com/index.php?title=Version/ZombiePanicSource/3.1g&amp;diff=1424&amp;oldid=prev</id>
		<title>Wuffesan: Created page with &quot;{{Version | game = ZombiePanicSource | title = Small Update | version = 3.1g | image1 =  | date = 2020-10-15 | prev = 3.1f | next = 3.1.1 | details =  }} * The new character Larry has been postponed indefinitely due to voice recording issues. * Major adjustments to the recoil system for rifles and pistols, removing the static pattern (on-going). * Removed walking and running accuracy penalties. Jumping was moderately reduced. Crouching still improves your aim very slight...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.zombiepanicsource.com/index.php?title=Version/ZombiePanicSource/3.1g&amp;diff=1424&amp;oldid=prev"/>
		<updated>2026-10-13T07:31:59Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Version | game = ZombiePanicSource | title = Small Update | version = 3.1g | image1 =  | date = 2020-10-15 | prev = 3.1f | next = 3.1.1 | details =  }} * The new character Larry has been postponed indefinitely due to voice recording issues. * Major adjustments to the recoil system for rifles and pistols, removing the static pattern (on-going). * Removed walking and running accuracy penalties. Jumping was moderately reduced. Crouching still improves your aim very slight...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Version&lt;br /&gt;
| game = ZombiePanicSource&lt;br /&gt;
| title = Small Update&lt;br /&gt;
| version = 3.1g&lt;br /&gt;
| image1 = &lt;br /&gt;
| date = 2020-10-15&lt;br /&gt;
| prev = 3.1f&lt;br /&gt;
| next = 3.1.1&lt;br /&gt;
| details = &lt;br /&gt;
}}&lt;br /&gt;
* The new character Larry has been postponed indefinitely due to voice recording issues.&lt;br /&gt;
* Major adjustments to the recoil system for rifles and pistols, removing the static pattern (on-going).&lt;br /&gt;
* Removed walking and running accuracy penalties. Jumping was moderately reduced. Crouching still improves your aim very slightly (untouched since release).&lt;br /&gt;
* Refined the objective list panel, now it uses the O key instead of using the phone. You can now also walk and move while in this screen.&lt;br /&gt;
* Removed the &amp;quot;Custom Server&amp;quot; tab that was separating community servers from vanilla and official servers if they were running any modified plugins.&lt;br /&gt;
* Reduced ALL melee hit arcs slightly, preventing players from hitting areas that they weren&amp;#039;t really aiming at (on-going).&lt;br /&gt;
* All prop_door_rotating props in official maps have had their speed increased by 150 (default) and their breakable HP tweaked.&lt;br /&gt;
* Various changes to player movement values, making movement smoother for both teams (e.g. climbing ladders is faster now).&lt;br /&gt;
* New optional classic ammobank adapted for v3.1.&lt;br /&gt;
* Reverted both Revolver and Remmy models and textures to the stock versions.&lt;br /&gt;
* Added Characters Update by Mage and Silent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Balance&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added a small cooldown before stamina starts to regenerate after you start walking in order to prevent the &amp;quot;infinite stamina&amp;quot; exploit.&lt;br /&gt;
* Reduced the time to wait for panicking after switching to a weapon from 0,5 seconds to 0,25 seconds.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Client&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Fixed SourceMod (1.10 - build 6460) menus not showing up.&lt;br /&gt;
* Fixed &amp;quot;sv_zps_afk_time&amp;quot; and &amp;quot;sv_zps_afk_time_lobby&amp;quot; not working properly.&lt;br /&gt;
* Moved the characters data parsing code from the player class to the game rules class in order to optimize the code.&lt;br /&gt;
* (Windows only) Removed SDK 2013&amp;#039;s QuickTime video provider, we&amp;#039;re using Bink instead and might fix some startup issues for some players.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Game rules&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Clients are no longer able to join teams when the round is ending or ended.&lt;br /&gt;
* Clients are no longer able to respawn when the round is ending or ended.&lt;br /&gt;
* Fixed dead infected Survivors delaying round end.&lt;br /&gt;
* Fixed delivery items not adding weight.&lt;br /&gt;
* Fixed infection not being removed on dead players.&lt;br /&gt;
* Fixed &amp;quot;mp_timelimit&amp;quot; live changes not being taken into account.&lt;br /&gt;
* Reduced the maximum amount of phone messages to transmit between client/server in order to optimize the network code and reduce bandwidth usage.&lt;br /&gt;
* Reworked how round end time is networked in order to reduce bandwidth usage.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Maps&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Keretti (Objective) &lt;br /&gt;
** Radio prop can no longer be destroyed.&lt;br /&gt;
* Harvest&lt;br /&gt;
** Disabled collisions on the fuse and the bomb in the basement causing players to get stuck when arming it.&lt;br /&gt;
** Reworked outside ladder near house&amp;#039;s kitchen door so that crouched players are able to climb it instead of being forced to drop down and climb it again while standing.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Score system&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Fixed team killing granting kill points to the attacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added a new playable character: Larry the Chef.&lt;br /&gt;
* Custom servers (SourceMod + Angelscript with custom mode enabled) are now able to earn achievements as long as the current map is official.&lt;br /&gt;
* Reworked player movement code.&lt;br /&gt;
* Reworked recoil system code.&lt;br /&gt;
* Reworked weapon weights code.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Angelscript&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added &amp;quot;OnPlayerDamagedCustom&amp;quot; hook (works only on custom servers).&lt;br /&gt;
* Added warnings if you try to use a function requiring &amp;quot;Custom&amp;quot; mode but you don&amp;#039;t have &amp;quot;Custom&amp;quot; mode enabled.&lt;br /&gt;
* Added item_deliver to overridelimits array list. So that level designers can balance it with AS weapons_limit override, if they wish.&lt;br /&gt;
* Added operators support for QAngle and Vector class (+=, -=, *=)&lt;br /&gt;
* Added GetMass and SetMass for CBaseEntity.&lt;br /&gt;
* Added SetClassname.&lt;br /&gt;
* Exposed `CTakeDamageInfo.SetDamageType`&lt;br /&gt;
* Fixed a bug during map changelevel through RTV/admin command.&lt;br /&gt;
* Tweaked AS entity &amp;amp; player damage hooks.&lt;br /&gt;
* Updated &amp;quot;CBaseEntity.Ignite&amp;quot;&lt;br /&gt;
* Major fixes within the code.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Balance&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added weight for &amp;quot;item_barricades&amp;quot;.&lt;br /&gt;
* Added 25 shrapnel to IED bomb.&lt;br /&gt;
* Add &amp;#039;smoothing&amp;#039; to movement for speed increasing/decreasing. (gradual increase/decrease of speed)&lt;br /&gt;
* Adjusted recoil decay time on weapons.&lt;br /&gt;
* Adjusted fatigue rates for Survivors (they should run for longer now)&lt;br /&gt;
* Adjusted fatigue rates for Zombies (moving, jumping and charge)&lt;br /&gt;
* Adjusted arm swipe speed for Zombies (normal and berzerk swipe speed)&lt;br /&gt;
* ALL weapons had their draw animaton speed slightly increased. (0.1 sec)&lt;br /&gt;
* AK-47 and M4 rifles had their accurancy slightly buffed.&lt;br /&gt;
* Berserk mode drain increased to 15 (lasts about 7 sec)&lt;br /&gt;
* Flashlight drain rate slightly reduced. (0.75 sec)&lt;br /&gt;
* Panic max speed slightly adjusted (202).&lt;br /&gt;
* Panic cooldown slightly tweaked (32 sec).&lt;br /&gt;
* Panic duration adjusted (last for 4 seconds)&lt;br /&gt;
* Overall pistols (except PPK) had their base damage slightly increased.&lt;br /&gt;
* Overall shotguns had their base damange slightly reduced.&lt;br /&gt;
* Overall melee weapons had their base damange, damage multipliers and attack range slightly tweaked.&lt;br /&gt;
* Overall explosives had their range damage tweaked. (grenade range 450 -- IED range 500)&lt;br /&gt;
* Made arms, chest, and stomach damage modifiers the same for most weapons.&lt;br /&gt;
* Spotting as a Carrier cost more Feed-O-Meter to prevent abuse (25 &amp;gt; 50)&lt;br /&gt;
* Grenade damage slightly increased (325) and IED damage slightly decreased (400)&lt;br /&gt;
* Zombie&amp;#039;s leg slowdown duration feature slightly decreased (1,5 &amp;gt; 1)&lt;br /&gt;
* Zombie damage scale slightly increased for Hardcore mode only (reduced zombie&amp;#039;s damage resistance)&lt;br /&gt;
* Regular zombie and Whitey&amp;#039;s movement speed slightly tweaked (regular 160 - carrier 162)&lt;br /&gt;
* Removed head damage modifiers from explosives.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Code&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added more filters options for doors.&lt;br /&gt;
* Added new bot CVAR commands.&lt;br /&gt;
* Added a Cheat Report on player list.&lt;br /&gt;
* Added custom animations activities for &amp;quot;item_deliver&amp;quot;.&lt;br /&gt;
* Added a delay (0.5) for panic if switching between weapons, to try and prevent a glitch where you can be forced to switch back to a weapon you just unequipped.&lt;br /&gt;
* &amp;quot;ambient_generic&amp;quot; now support multiple sources instead of a single one.&lt;br /&gt;
* Fixed a crash related to gibs being spawned from a model with a broken .phy attached to it (a warning will be printed on the console).&lt;br /&gt;
* Fixed Create Server choosing &amp;lt; Random Map &amp;gt; as an valid map if trying to pick a random map.&lt;br /&gt;
* Added item_ammo_barricadepile to overridelimits items array.&lt;br /&gt;
* Fixed damage multipliers below 1 not working.&lt;br /&gt;
* Fixed a client crash at start up.&lt;br /&gt;
* Fixed a client crash regarding Zombie vision and server crash related to the chat.&lt;br /&gt;
* Fixed flashlight/zombie vision&amp;#039;s off sound being played upon death and infection.&lt;br /&gt;
* Fixed special achievements variables being reset before giving them.&lt;br /&gt;
* Fixed an issue with Angelscript and rotating entities.&lt;br /&gt;
* Fixed &amp;#039;shoot through&amp;#039; and distance based damage not working properly.&lt;br /&gt;
* Fixed randomly infected Survivor not turning into a Carrier if needed (rage quit situation)&lt;br /&gt;
* Fixed brush based breakables not running the scale damage by material code.&lt;br /&gt;
* Fixed damage multiplies below 1 not working for breakable doors, brushes and props.&lt;br /&gt;
* Fixed Panic not ignoring inventory weight.&lt;br /&gt;
* Fixed TATS RAVE achievement.&lt;br /&gt;
* Fixed Silence&amp;#039;s achievement.&lt;br /&gt;
* Fixed shovel&amp;#039;s infection achievement on kills.&lt;br /&gt;
* Fixed revolver using wrong act jump table.&lt;br /&gt;
* Fixed info beacon issues.&lt;br /&gt;
* Fixed where human survivors could not damage infected survivors.&lt;br /&gt;
* Reworked the &amp;#039;escape win&amp;#039; formula for objective maps using them.&lt;br /&gt;
* Updated the proxies and fixed some memory leakage.&lt;br /&gt;
* Updated gib spawn locations (for client).&lt;br /&gt;
* Major code clean up.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Maps&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* zph_pithole&lt;br /&gt;
** Removed the trigger_hurt for Zombies in the beginning of the level.&lt;br /&gt;
* zpo_aquatica&lt;br /&gt;
** Added a new boat model.&lt;br /&gt;
** Addded more cover inside and outside the boat.&lt;br /&gt;
** Adjusted item balance scripts for zpo_aquatica.&lt;br /&gt;
** Fixed humans from getting mission commander all the time.&lt;br /&gt;
** Fixed some cabinets from fading away too nearby.&lt;br /&gt;
** Moved objective list texts (when you press O) to Angel Script.&lt;br /&gt;
** Updated the ready room fountain.&lt;br /&gt;
** Major fixes and optimization.&lt;br /&gt;
* zpo_biotec&lt;br /&gt;
** Rebalanced amount of items for &amp;#039;random_def&amp;#039; and &amp;#039;weapons_limit&amp;#039;.&lt;br /&gt;
** Updated AS.&lt;br /&gt;
* zpo_corpsington&lt;br /&gt;
** Added more random spawns for barricades.&lt;br /&gt;
** Added new zombie spawns (beginning, container area, etc)&lt;br /&gt;
** Changed ZM spawn delay to 5 seconds&lt;br /&gt;
** Fixed missing texture at window of the new ZM spawn.&lt;br /&gt;
** Reduced boards HP at first ZM spawn.&lt;br /&gt;
** Replaced some static supplies spawns by random ones.&lt;br /&gt;
* zpo_harvest&lt;br /&gt;
** Added some easter eggs.&lt;br /&gt;
** Added &amp;quot;players count&amp;quot; based supplies limiter.&lt;br /&gt;
** Added an extra minute to survive the house.&lt;br /&gt;
** Added an extra pile of crates inside the barn as cover fire.&lt;br /&gt;
** Added some extra props inside the house to barricade.&lt;br /&gt;
** Added a beacon for the zombie breakable on the highway.&lt;br /&gt;
** Added a wall on the top floor of the barn with a window.&lt;br /&gt;
** Added a secondary route to the top floor of the barn.&lt;br /&gt;
** Added some props to the top floor of the barn.&lt;br /&gt;
** Adjusted mass values for some props in the map.&lt;br /&gt;
** Fuse and keys are now items to be delivered as objective.&lt;br /&gt;
** Fixed collision with barn&amp;#039;s stairs.&lt;br /&gt;
** Initial supplies rebalance pass.&lt;br /&gt;
** Migrated dynamic barricade HP assignment, &amp;quot;logic_auto&amp;quot; entity and police car sirens to AS.&lt;br /&gt;
** Made the back/front/house to basement doors and barricades HP scaled by Angelscript.&lt;br /&gt;
** Made the Winchester in the house always spawn regardless of player count.&lt;br /&gt;
** &amp;quot;Hit the lights&amp;quot; message has been moved to beginning of &amp;quot;hit the lights&amp;quot; objective to delay it.&lt;br /&gt;
** Survivors should be able to break the door in the house.&lt;br /&gt;
** Removed the magic link between barn doors (and reworked the front one).&lt;br /&gt;
** Removed back walkway inside the barn.&lt;br /&gt;
** Removed some beams in the barn.&lt;br /&gt;
** Rescaled barricades and doors health in the house.&lt;br /&gt;
** Replaced the old truck below the bridge by a new truck thus building a shortcut&lt;br /&gt;
** Reworked zombie spawns overall (outside, basement, barn).&lt;br /&gt;
** Turned some static props into prop_physics.&lt;br /&gt;
* zpo_murksville&lt;br /&gt;
** Added a new balancing algorithm.&lt;br /&gt;
** Added highlight/outline effect for dropped item_delivers.&lt;br /&gt;
** Changed distance of pump&amp;#039;s outline&lt;br /&gt;
** Decreased speed of the cart with the pump.&lt;br /&gt;
** Increased base volume of the cart sounds.&lt;br /&gt;
** Increased all prop doors speed.&lt;br /&gt;
** Fixed objective scoring script.&lt;br /&gt;
** Replaced some static supplies spawns by random ones.&lt;br /&gt;
** Removed some sound entities.&lt;br /&gt;
* zpo_tanker&lt;br /&gt;
** Added more prop_physics.&lt;br /&gt;
** Added a new balancing algorithm.&lt;br /&gt;
** Migrated final cutscene logic to Angelscript.&lt;br /&gt;
** Replaced some static supplies spawns by random ones&lt;br /&gt;
* zpo_subway&lt;br /&gt;
** Added a new balancing algorithm.&lt;br /&gt;
** Added more random supplies spawns.&lt;br /&gt;
** Replaced some static supplies spawns by random ones&lt;br /&gt;
** Fixed control room&amp;#039;s beacon.&lt;br /&gt;
* zpo_zomboeing&lt;br /&gt;
** Increased all prop doors speed.&lt;br /&gt;
** Fixed MP5 spawns.&lt;br /&gt;
** Fixed broken starting music.&lt;br /&gt;
** Fixed hangar soundscripts.&lt;br /&gt;
** Fixed a rare case of ZM spawn bug with &amp;#039;info_player_start&amp;#039;.&lt;br /&gt;
** Fixed wrong skin on security door booth.&lt;br /&gt;
* zps_blackout&lt;br /&gt;
** Fixed broken main scripts to use the supplies limiter.&lt;br /&gt;
* zps_cinema&lt;br /&gt;
** Added a func_humanclip around the vent ladder in Cinema 3.&lt;br /&gt;
** Added new starting Zombie spawns in Cinema 1 and in the hallway by Cinema 3.&lt;br /&gt;
** Added barricade boards over basement door in the outside alley, made the doors destructable.&lt;br /&gt;
** Added more spawns for the Zombies down in the basement areas, to try and prevent Zombies from being spawned at &amp;quot;info_player_start&amp;quot; due to spawns being unavailable for some reason.&lt;br /&gt;
** Added trigger_barricade over fenced in areas around the map.&lt;br /&gt;
** Added more areaportals for optimization.&lt;br /&gt;
** Added some puddles outside for better detail.&lt;br /&gt;
** Added walls, an extra room, and more props in the Cinema 2 Projector Room.&lt;br /&gt;
** Adjusted various props and their materials used.&lt;br /&gt;
** Adjusted the Candy Bar.&lt;br /&gt;
** Changed some props from static to physics.&lt;br /&gt;
** Clipped off the corner of a box in basement where you could get wedged mid-air between it and the wall.&lt;br /&gt;
** Changed the health on some doors.&lt;br /&gt;
** Completely reworked most lighting.&lt;br /&gt;
** Lowered number of items spawned.&lt;br /&gt;
** Lowered brightness of light_environment.&lt;br /&gt;
** Expanded arcade and changed most props to physics.&lt;br /&gt;
** Extended size of func_precipitation so that rain is hitting in all noticeable spots outside&lt;br /&gt;
** Made sure the Zombie spawns near the parking lot stay disabled for the first 120 seconds.&lt;br /&gt;
** Replaced func_detail podiums in Lobby with physics props.&lt;br /&gt;
** Rebalanced amount of items for &amp;#039;random_def&amp;#039; and &amp;#039;weapons_limit&amp;#039;.&lt;br /&gt;
** Removed the steam trap in the fenced in area in the basement.&lt;br /&gt;
** Removed some lights in the parking lot.&lt;br /&gt;
** Removed old useless keyvalues from the random entities.&lt;br /&gt;
* zps_deadend&lt;br /&gt;
** Added a new balancing algorithm.&lt;br /&gt;
** Turned off some Zombie spawns near the Survivor spawn.&lt;br /&gt;
** Increased a timer to turn Zombie spawns on near the Survivor spawn (from 5 sec to 30).&lt;br /&gt;
** Reworked the easter egg&lt;br /&gt;
* zps_haunted&lt;br /&gt;
** Added a new balancing algorithm.&lt;br /&gt;
** Fixed a floating PPK.&lt;br /&gt;
** Reduced amount of sledgehammer spawns.&lt;br /&gt;
* zps_nightmare&lt;br /&gt;
** Adjusted balance of item amounts to spawn.&lt;br /&gt;
* zps_ruralpanic&lt;br /&gt;
** Fixed broken main scripts to use the supplies limiter.&lt;br /&gt;
* zps_sapidcerebrum&lt;br /&gt;
** Adjusted balance of item amounts to spawn.&lt;br /&gt;
** Added a hint that hanging out in the prop room isn&amp;#039;t wise.&lt;br /&gt;
** Added a &amp;quot;Spawn limit&amp;quot; of 1, and &amp;quot;Respawn Timer&amp;quot; of 5 to the Survivor spawns.&lt;br /&gt;
** Changed some of the &amp;quot;item_ammo&amp;quot; entities into &amp;quot;random_ammo&amp;quot; instead.&lt;br /&gt;
** Darkened the upstairs hall near prop room.&lt;br /&gt;
** Enabled PVS mode on the Zombie spawn in the closet upstairs by Survivor spawn. Also set a &amp;quot;Spawn limit&amp;quot; of 1, and &amp;quot;Respawn Timer&amp;quot; of 4.&lt;br /&gt;
** Enabledcollision on some debris on the floor in one of the hallways upstairs. So items do not fall down inside of it and become hidden.&lt;br /&gt;
** Set &amp;quot;Minimum Survivors&amp;quot; to 0 on the Revolver in the wall, and added the player count limit for it in sapid&amp;#039;s weapons_limit script. So the Revolver should no longer spawn at low player count.&lt;br /&gt;
** Made the revolver a little easier to spot with a spark hint.&lt;br /&gt;
** Increased all prop doors speed.&lt;br /&gt;
** Fixed an obsolete entity.&lt;br /&gt;
** Fixed some zombie spawns being able to get stuck on the ground.&lt;br /&gt;
** Turned PVS on for all zombie spawns.&lt;br /&gt;
* zps_silence&lt;br /&gt;
** Added more &amp;quot;random_ammo&amp;quot; entities.&lt;br /&gt;
** Added barricades at basement&amp;#039;s entrace.&lt;br /&gt;
** Converted &amp;quot;item_ammo_barricade&amp;quot; entities to fake entities &amp;quot;random_boards&amp;quot;.&lt;br /&gt;
** Coverted some static props into &amp;quot;prop_physics&amp;quot;.&lt;br /&gt;
** Changed HP of metal doors at low player count.&lt;br /&gt;
** Increased all prop doors speed.&lt;br /&gt;
** Removed a damage filter from the secret button.&lt;br /&gt;
** Reworked overall balacing of the map via AS.&lt;br /&gt;
** The basement section is now only available if the player count is equals or higher than 8.&lt;br /&gt;
* zps_thrillvile&lt;br /&gt;
** Adjusted balance of item amounts to spawn.&lt;br /&gt;
* zps_town&lt;br /&gt;
** Adjusted AS item balance.&lt;br /&gt;
** Added more &amp;quot;item_ammo_barricade&amp;quot; spawns.&lt;br /&gt;
** Added a new Zombie spawn in the 2nd floor of the building beside the front of Larry&amp;#039;s Diner&lt;br /&gt;
** Added trigger_barricade in different areas to prevent barricades being placed in certain spots. Such as on the fridges, tables, and stoves in the kitchen, most stairs, and some railings.&lt;br /&gt;
** Added &amp;quot;weapon_barricade&amp;quot; spawns.&lt;br /&gt;
** Added camper beans throughout the level.&lt;br /&gt;
** Completely clipped off the fridges in the kitchen.&lt;br /&gt;
** Changed staircase into the Apartment from outside in the Park.&lt;br /&gt;
** Changed layout of the Apartment building, added a bathroom, and an open window (Zombie only access)&lt;br /&gt;
** Converted some unnecessary prop_physics into prop_static, and even removed some completely.&lt;br /&gt;
** Made the freezer door destructable, the freezer door button only usable by Survivors, and added another button on the inside of the freezer.&lt;br /&gt;
** Put the freezer damage on a logic_timer. So that it fires properly, and won&amp;#039;t fire when the door is still open.&lt;br /&gt;
** Improved overall optimization and lighting of the map.&lt;br /&gt;
** Increased all doors speed to 150.&lt;br /&gt;
** Restricted map size for low player count (8 players).&lt;br /&gt;
* zps_underground&lt;br /&gt;
** Added and fixed existing cubemaps.&lt;br /&gt;
** Adjusted balance of item amounts to spawn.&lt;br /&gt;
** Added some blood on the vents where Zombies spawn at.&lt;br /&gt;
** Added some camper beans items (usable).&lt;br /&gt;
** Added some debris at one of the Zombie spawns in the train tunnel, for cover.&lt;br /&gt;
** Added some props in Ticket Booth.&lt;br /&gt;
** Added more physics props throughout the level.&lt;br /&gt;
** Added half vent covers over the central Zombie spawn in the vent.&lt;br /&gt;
** Added destructible boards on the fences in Survivors spawn, to help block LOS.&lt;br /&gt;
** Clipped off the back of a set of boxes which could make items unreachable.&lt;br /&gt;
** Set the fire extinguishers to not explode anymore.&lt;br /&gt;
** Changed all foldingtable.mdl to prop_physics_multiplayer.&lt;br /&gt;
** Changed the skins on the pillars in the Plaza, and changed the texture on the floors.&lt;br /&gt;
** Converted some brushes into models for optimization.&lt;br /&gt;
** Converted some unnecessary light_spot to light.&lt;br /&gt;
** Converted fire extinguishers to phys_cannisters.&lt;br /&gt;
** Cleaned and fixed security camera code via AS.&lt;br /&gt;
** Improved overall optimtization of the map (VIS and lighting)&lt;br /&gt;
** Made the metal shutter door near Survivor spawn breakable, and only them can open it with the button.&lt;br /&gt;
** Made some adjustments to the Security Room.&lt;br /&gt;
** Slightly increased amount of barricade hammers spawned.&lt;br /&gt;
** Replaced stack of boxes in Cafe with a planter and plants instead.&lt;br /&gt;
** Removed some items spawning on boards on top of the vents in the rafters.&lt;br /&gt;
** Replaced the tilefoor013a materials with a copy of it that has a lower envmaptint. So the floor does not look as shiny.&lt;br /&gt;
** Removed fog.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Misc&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added snow balls on Christmas event.&lt;br /&gt;
* Added Get and Set for ent description.&lt;br /&gt;
* Added max_carry for ammo bank.&lt;br /&gt;
* Added &amp;quot;off&amp;quot; skin to walllight001a and zp_light.&lt;br /&gt;
* Added an &amp;quot;ignore list&amp;quot; feature to supplies distribution (this is useful for maps with &amp;quot;closed areas based on player count&amp;quot; to prevent unreachable supplies being spawned in those areas)&lt;br /&gt;
* Added the ZombieVisionBreakable material proxy to barricade boards, and some other props that are used as physics objects.&lt;br /&gt;
* Increased weight of Survivor generic gibs so they don&amp;#039;t fly so far.&lt;br /&gt;
* Expanded Random Entities on FGD files (added more options).&lt;br /&gt;
* Moved game data files outside of the VPKs to prevent breaking the Linux client/SRCDS&lt;br /&gt;
* Paul will no longer say &amp;#039;♥♥♥♥♥♥&amp;#039; in his taunt line.&lt;br /&gt;
* Updated HLMV to show more stuff about sequences.&lt;br /&gt;
* Updated a lot of materials to support BIK background.&lt;br /&gt;
* Updated &amp;quot;env_sprite&amp;quot; to hide the sprite if the local player is the parent (will draw if not in firstperson mode).&lt;br /&gt;
* Upgraded FMOD Studio Low Level API from 1.10.05 to FMOD Studio Core 2.00.05 (this upgrade officially kills WinXP and Vista support for ZPS, Windows 7 is now the minimum requirement).&lt;br /&gt;
* The client will now attempt to wipe out all sound caches at every game start.&lt;br /&gt;
* Fixed an error in &amp;quot;counter_paint.vmt&amp;quot;.&lt;br /&gt;
* Fixed cubemaps on traincar_bars001, traincar_bars002, and traincar_rack001.&lt;br /&gt;
* Fixed materials on props that were glowing fullbright white with Zombie Vision.&lt;br /&gt;
* Fixed&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;&amp;quot;trigger_barricade&amp;quot; so that when a board is placed on a prop_static within the trigger it will cause the board to drop and turn into ammo, chat displays a message for the client when this happens.&lt;br /&gt;
&lt;br /&gt;
* Fixed random_ and weapon_ on older VMF files (if ignorerules keyvalue is not found, it will force it to be false, and not true).&lt;br /&gt;
* Recompiled many of the recently modified models to have more gibs, and to make some flammable.&lt;br /&gt;
* Removed old colorize.as file (obsolete file from 3.0.9)&lt;br /&gt;
* Zombie vision proxy algorithm has been changed, you start glowing when fatigued a little then fully half fatigued&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Models&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added new skin options for arcade.mdl.&lt;br /&gt;
* Changed $color_breakable on physics props to orangish.&lt;br /&gt;
* Fixed collision for popcorn_machine.mdl, microwave.mdl, and some corpsington&amp;#039;s props.&lt;br /&gt;
* Fixed broken env_cubemap from the hl2 cabinet models.&lt;br /&gt;
* Fixed a lot of materials that uses &amp;quot;$envmap&amp;quot; within.&lt;br /&gt;
* Fixed &amp;quot;damage scaling by material&amp;quot; code not being executed for props with hardcoded health in their MDL/QC.&lt;br /&gt;
* Fixed &amp;quot;damage scaling by material&amp;quot; debugger not telling the truth in certain situations.&lt;br /&gt;
* Recompiled some props to have physics, and added Zombie Vision proxy to their materials.&lt;br /&gt;
* Recompiled &amp;quot;models/props_combine/breendesk.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/zp_props/filecabinet.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/zp_props/pccase.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/props_wasteland/controlroom_filecabinet001a.mdl&amp;quot; to increase mass to 275.&lt;br /&gt;
* Recompiled &amp;quot;models/props_wasteland/controlroom_storagecloset001a.mdl&amp;quot; and &amp;quot;models/props_wasteland/controlroom_storagecloset001b.mdl&amp;quot; to decrease &lt;br /&gt;
mass to 525.&lt;br /&gt;
* Recompiled &amp;quot;models/ill_hanger/props/trashcan.mdl&amp;quot; to have $surfaceprop of plastic, and to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/ill_hanger/props/cratelat.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/zpprops/picture1.mdl&amp;quot; to have physics, also made a larger version called &amp;quot;picture1_large&amp;quot;.&lt;br /&gt;
* Recompiled &amp;quot;models/zpprops/couchchair.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/custom/bar_stool.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/zp_props/sofa/diningtable.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/zp_props/sofa/leathersofa_single.mdl&amp;quot;, &amp;quot;models/zp_props/sofa/leathersofa_double.mdl&amp;quot;, and &amp;quot;models/zp_props/sofa/leathersofa_triple.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/props_frozenheart/trash_bin.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/zp_props/cinema/poster_muertos.mdl&amp;quot; to have physics.&lt;br /&gt;
* Recompiled &amp;quot;models/props_c17/furniturefridge001a.mdl&amp;quot; and &amp;quot;../filecabinet02.mdl&amp;quot; to increase mass to 450 and 275.&lt;br /&gt;
* Recompiled &amp;quot;../foldingtable.mdl&amp;quot; to have physics.&lt;br /&gt;
* Reversed the &amp;quot;AMBULANCE&amp;quot; text on the hood of the ambulance model.&lt;br /&gt;
* Updated &amp;quot;models/props_c17/oildrum001.mdl&amp;quot; gibs.&lt;br /&gt;
* Update &amp;quot;../door_zps_wood.mdl&amp;quot;, fixed UV maps of giblet models.&lt;br /&gt;
* Updated collisions models for some props.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;UI&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added &amp;quot;cl_togglebikbackground&amp;quot; to turn on/off BIK background videos in shader panel.&lt;br /&gt;
* Added &amp;quot;sv_zps_warmup&amp;quot; into creation server panel.&lt;br /&gt;
* Fixed AmmoIndicator on steam builds and the missing particle file.&lt;br /&gt;
* Fixed vote not being reset upon map start.&lt;br /&gt;
* Fixed wrong fatigue bar calculation.&lt;br /&gt;
* Moved console from VGUI to GameUI.&lt;br /&gt;
* Updated GameUI (loading screen, workshop downloader, game/VAC ban).&lt;br /&gt;
* Updated server browser.&lt;br /&gt;
* Updated ui.json.&lt;br /&gt;
* Updated translations.&lt;br /&gt;
* Updated the chat box to always render on top of everything when opened.&lt;br /&gt;
* Reworked player list dialog.&lt;br /&gt;
* Removed &amp;quot;I need barricade ammo&amp;quot; string.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Sounds&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added footsteps sounds for Survivors.&lt;br /&gt;
* Added new pull pin sound for the grenade&lt;br /&gt;
* Added Zombie&amp;#039;s specific footsteps sound scripts and sound themselves.&lt;br /&gt;
* Changed various values about footsteps (volume, radius...)&lt;br /&gt;
* Changed pitch, sound level and volume of shell bouncing sounds.&lt;br /&gt;
* Fixed Miles Sound System codecs being wiped out from engine binaries.&lt;br /&gt;
* Stop last character voice upon respawning.&lt;br /&gt;
* Fixed melee, panic, pain, berserk and lunge VO not being played underwater.&lt;br /&gt;
* Fixed missing sand footsteps for Zombies.&lt;br /&gt;
* Fixed Zombie Vision muting music.&lt;br /&gt;
* Fixed Paul and Lea berserk sounds.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Weapons&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added new first-person and third person animations for some weapons (Pistols, Shotguns, Rifles, Explosives etc)&lt;br /&gt;
* Added inoculator&amp;#039;s third person animations for survivors.&lt;br /&gt;
* Added &amp;quot;press UNLOAD to rotate the board counter-clockwise&amp;quot; feature for &amp;quot;weapon_hammer&amp;quot;.&lt;br /&gt;
* Fixed a glitch with weapon switching that would cause the viewmodel to flicker.&lt;br /&gt;
* Fixed inoculator act tables.&lt;br /&gt;
* Updated weapon_inoculator FGD.&lt;br /&gt;
* Updated I.E.D bomb.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Human&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added back the ability to drop armor/kevlar.&lt;br /&gt;
* Survivors are now able to punch zombies or anything with their empty hands (currently 25 dmg)&lt;br /&gt;
* Increased the wood_barricade damage modifier for &amp;quot;melee_zombie&amp;quot; to 2.0, and increased wood_barricade damage modifier for weapon_carrierarms to 1.9. This now makes the barricades take 7 hits to destroy for the Carrier, and 9 hits to destroy for normal Zombies, like it was before.&lt;br /&gt;
&lt;br /&gt;
=== &amp;#039;&amp;#039;&amp;#039;Zombies&amp;#039;&amp;#039;&amp;#039; ===&lt;br /&gt;
* Added a cooldown for Feed-O-Meter recharge after Carrier spotting.&lt;br /&gt;
* Added&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;Zombies randomly moaning (Between 45 and 75 seconds, a moaning chance is calculated based on various factors (standing up/crouching for now), if a RnG is below or equals that moaning chance, your character will play the no action voice line. Performing actions (jumping, attacking...) reset the cooldown).&lt;br /&gt;
* Added a new client setting about lunge and berserk. If enabled (default value), pressing SPRINT/LUNGE while having Berserk ready will trigger the Berserk. If disabled, you will just lunge instead.&lt;br /&gt;
* Added the ability to customize the Zombie Vision breakables highlight proxy through ZP Options (state and color)&lt;br /&gt;
* Zombies can &amp;quot;panic&amp;quot; to trigger their berserk.&lt;br /&gt;
* Updated Feed-O-Meter, now it does not drain when berzerking.&lt;br /&gt;
* Updated ZombieVisionBreakable proxy to automatically disable envmap and its alphamapmask when enabled (and pust them back when disabled).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Added &amp;quot;bot_zps_setmodel&amp;quot; CVAR command.&lt;br /&gt;
* Added &amp;quot;hold RELOAD to switch barricade&amp;#039;s size&amp;quot; feature&lt;br /&gt;
* Added a delay for spawn PVS thinking (0,2 sec) for performance reasons&lt;br /&gt;
* Added an &amp;quot;Explode&amp;quot; input to I.E.Ds as NPCs (mappers can setup traps now)&lt;br /&gt;
* Added highlights on objectives for Corpsington, Murksvile and Tanker&lt;br /&gt;
* Added 2 new tunes for the phone by Reborn (vibration variants)&lt;br /&gt;
* Added better third-person 870/AK-47&amp;#039;s animations&lt;br /&gt;
* Added third-person gestures&lt;br /&gt;
* Added `weapon_snowball` and `weapon_tennisball`&lt;br /&gt;
* Another fix attempt for wrong viewmodel arms as spectators&lt;br /&gt;
* Fixed 870/SS playing reload instead of unloading in some cases&lt;br /&gt;
* Fixed a lot of invalid pointers in physics code&lt;br /&gt;
* Fixed being able to earn points for TKing&lt;br /&gt;
* Fixed flashlights beams not being wiped out upon death&lt;br /&gt;
* Fixed gibs having dynamic lights&lt;br /&gt;
* Fixed issues with vote UI&lt;br /&gt;
* Fixed badly executed core AS commands without admin privileges&lt;br /&gt;
* Fixed some envmap issues on some textures&lt;br /&gt;
* Fixed some issues with self/radius damage&lt;br /&gt;
* Fixed headshot T-posing issue&lt;br /&gt;
* Fixed vote UI not being reset upon map change&lt;br /&gt;
* Fixes error related to bad ragdolls&lt;br /&gt;
* Fixes to beacon following stuff&lt;br /&gt;
* Optimized how FMOD retrieves the music volume and &amp;quot;mute on focus lost&amp;quot; CVARs (a tiny performance boost should be there)&lt;br /&gt;
* Potential fixes for invisible weapons&lt;br /&gt;
* Recompiled every Zombie gib models&lt;br /&gt;
* Updated debug overlay (the speed counter works and Steam ID/Steam ID 64 are merged)&lt;br /&gt;
* Updated Haunted&amp;#039;s AS (coding style)&lt;br /&gt;
* Updated HLMV with some neat features&lt;br /&gt;
* Updated how gibbing/ragdolls are handled&lt;br /&gt;
* Updated impact particles&lt;br /&gt;
* Updated translations&lt;br /&gt;
* [Admin System] Bots can be targeted for some commands&lt;br /&gt;
* [Angelscript] Can now hook to Source&amp;#039;s I/O system (RegisterOutput/RemoveOutput)&lt;br /&gt;
* [Angelscript] Fixed Globals.AllowNPCs taking a ♥♥♥♥&lt;br /&gt;
* [AS] Added &amp;quot;SetOutline&amp;quot;&lt;br /&gt;
* [AS] Added Get/SetMaxSpeed (requires custom)&lt;br /&gt;
* [Cinema] Added player clips in parking lot&lt;br /&gt;
* [Create Server Dialog] Password is now hidden&lt;br /&gt;
* [Haunted] Added hole in a fence&lt;br /&gt;
* [HLMV] Fixed floor/background when pressing UP&lt;br /&gt;
* [Survivors] Always make sure there is a valid ammo type selected&lt;br /&gt;
* [Zomboeing] Fixed drop triggers at doors&lt;br /&gt;
* [Zomboeing] Fixed lower terminal door left of cafe being breakable&lt;br /&gt;
* [Zomboeing] Migrated objective system to Angelscript&lt;br /&gt;
* [Zomboeing] Turn off physics teleport in elevator shaft&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Harvest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* Added OBJ phone messages.&lt;br /&gt;
* Added some clips in the lobby to prevent seeing the entire map.&lt;br /&gt;
* Migrated the objective system and logic to Angelscript.&lt;br /&gt;
* Removed a lot of unused stuff.&lt;br /&gt;
* Removed duplicated entities.&lt;br /&gt;
* Removed the &amp;quot;disable escape truck&amp;quot; thing (survivors still have a final chance to catch the truck when it goes).&lt;br /&gt;
* Reworked how fuse random location chooser is handled.&lt;br /&gt;
* Reworked the entire fuse location chooser logic&lt;/div&gt;</summary>
		<author><name>Wuffesan</name></author>
	</entry>
</feed>