Version/ZombiePanicSource/3.1g

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  • 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 slightly (untouched since release).
  • 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.
  • Removed the "Custom Server" tab that was separating community servers from vanilla and official servers if they were running any modified plugins.
  • Reduced ALL melee hit arcs slightly, preventing players from hitting areas that they weren't really aiming at (on-going).
  • All prop_door_rotating props in official maps have had their speed increased by 150 (default) and their breakable HP tweaked.
  • Various changes to player movement values, making movement smoother for both teams (e.g. climbing ladders is faster now).
  • New optional classic ammobank adapted for v3.1.
  • Reverted both Revolver and Remmy models and textures to the stock versions.
  • Added Characters Update by Mage and Silent.


Balance

  • Added a small cooldown before stamina starts to regenerate after you start walking in order to prevent the "infinite stamina" exploit.
  • Reduced the time to wait for panicking after switching to a weapon from 0,5 seconds to 0,25 seconds.

Client

  • Fixed SourceMod (1.10 - build 6460) menus not showing up.
  • Fixed "sv_zps_afk_time" and "sv_zps_afk_time_lobby" not working properly.
  • Moved the characters data parsing code from the player class to the game rules class in order to optimize the code.
  • (Windows only) Removed SDK 2013's QuickTime video provider, we're using Bink instead and might fix some startup issues for some players.

Game rules

  • Clients are no longer able to join teams when the round is ending or ended.
  • Clients are no longer able to respawn when the round is ending or ended.
  • Fixed dead infected Survivors delaying round end.
  • Fixed delivery items not adding weight.
  • Fixed infection not being removed on dead players.
  • Fixed "mp_timelimit" live changes not being taken into account.
  • Reduced the maximum amount of phone messages to transmit between client/server in order to optimize the network code and reduce bandwidth usage.
  • Reworked how round end time is networked in order to reduce bandwidth usage.

Maps

  • Keretti (Objective)
    • Radio prop can no longer be destroyed.
  • Harvest
    • Disabled collisions on the fuse and the bomb in the basement causing players to get stuck when arming it.
    • Reworked outside ladder near house'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.

Score system

  • Fixed team killing granting kill points to the attacker.


General

  • Added a new playable character: Larry the Chef.
  • Custom servers (SourceMod + Angelscript with custom mode enabled) are now able to earn achievements as long as the current map is official.
  • Reworked player movement code.
  • Reworked recoil system code.
  • Reworked weapon weights code.

Angelscript

  • Added "OnPlayerDamagedCustom" hook (works only on custom servers).
  • Added warnings if you try to use a function requiring "Custom" mode but you don't have "Custom" mode enabled.
  • Added item_deliver to overridelimits array list. So that level designers can balance it with AS weapons_limit override, if they wish.
  • Added operators support for QAngle and Vector class (+=, -=, *=)
  • Added GetMass and SetMass for CBaseEntity.
  • Added SetClassname.
  • Exposed `CTakeDamageInfo.SetDamageType`
  • Fixed a bug during map changelevel through RTV/admin command.
  • Tweaked AS entity & player damage hooks.
  • Updated "CBaseEntity.Ignite"
  • Major fixes within the code.

Balance

  • Added weight for "item_barricades".
  • Added 25 shrapnel to IED bomb.
  • Add 'smoothing' to movement for speed increasing/decreasing. (gradual increase/decrease of speed)
  • Adjusted recoil decay time on weapons.
  • Adjusted fatigue rates for Survivors (they should run for longer now)
  • Adjusted fatigue rates for Zombies (moving, jumping and charge)
  • Adjusted arm swipe speed for Zombies (normal and berzerk swipe speed)
  • ALL weapons had their draw animaton speed slightly increased. (0.1 sec)
  • AK-47 and M4 rifles had their accurancy slightly buffed.
  • Berserk mode drain increased to 15 (lasts about 7 sec)
  • Flashlight drain rate slightly reduced. (0.75 sec)
  • Panic max speed slightly adjusted (202).
  • Panic cooldown slightly tweaked (32 sec).
  • Panic duration adjusted (last for 4 seconds)
  • Overall pistols (except PPK) had their base damage slightly increased.
  • Overall shotguns had their base damange slightly reduced.
  • Overall melee weapons had their base damange, damage multipliers and attack range slightly tweaked.
  • Overall explosives had their range damage tweaked. (grenade range 450 -- IED range 500)
  • Made arms, chest, and stomach damage modifiers the same for most weapons.
  • Spotting as a Carrier cost more Feed-O-Meter to prevent abuse (25 > 50)
  • Grenade damage slightly increased (325) and IED damage slightly decreased (400)
  • Zombie's leg slowdown duration feature slightly decreased (1,5 > 1)
  • Zombie damage scale slightly increased for Hardcore mode only (reduced zombie's damage resistance)
  • Regular zombie and Whitey's movement speed slightly tweaked (regular 160 - carrier 162)
  • Removed head damage modifiers from explosives.

Code

  • Added more filters options for doors.
  • Added new bot CVAR commands.
  • Added a Cheat Report on player list.
  • Added custom animations activities for "item_deliver".
  • 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.
  • "ambient_generic" now support multiple sources instead of a single one.
  • 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).
  • Fixed Create Server choosing < Random Map > as an valid map if trying to pick a random map.
  • Added item_ammo_barricadepile to overridelimits items array.
  • Fixed damage multipliers below 1 not working.
  • Fixed a client crash at start up.
  • Fixed a client crash regarding Zombie vision and server crash related to the chat.
  • Fixed flashlight/zombie vision's off sound being played upon death and infection.
  • Fixed special achievements variables being reset before giving them.
  • Fixed an issue with Angelscript and rotating entities.
  • Fixed 'shoot through' and distance based damage not working properly.
  • Fixed randomly infected Survivor not turning into a Carrier if needed (rage quit situation)
  • Fixed brush based breakables not running the scale damage by material code.
  • Fixed damage multiplies below 1 not working for breakable doors, brushes and props.
  • Fixed Panic not ignoring inventory weight.
  • Fixed TATS RAVE achievement.
  • Fixed Silence's achievement.
  • Fixed shovel's infection achievement on kills.
  • Fixed revolver using wrong act jump table.
  • Fixed info beacon issues.
  • Fixed where human survivors could not damage infected survivors.
  • Reworked the 'escape win' formula for objective maps using them.
  • Updated the proxies and fixed some memory leakage.
  • Updated gib spawn locations (for client).
  • Major code clean up.

Maps

  • zph_pithole
    • Removed the trigger_hurt for Zombies in the beginning of the level.
  • zpo_aquatica
    • Added a new boat model.
    • Addded more cover inside and outside the boat.
    • Adjusted item balance scripts for zpo_aquatica.
    • Fixed humans from getting mission commander all the time.
    • Fixed some cabinets from fading away too nearby.
    • Moved objective list texts (when you press O) to Angel Script.
    • Updated the ready room fountain.
    • Major fixes and optimization.
  • zpo_biotec
    • Rebalanced amount of items for 'random_def' and 'weapons_limit'.
    • Updated AS.
  • zpo_corpsington
    • Added more random spawns for barricades.
    • Added new zombie spawns (beginning, container area, etc)
    • Changed ZM spawn delay to 5 seconds
    • Fixed missing texture at window of the new ZM spawn.
    • Reduced boards HP at first ZM spawn.
    • Replaced some static supplies spawns by random ones.
  • zpo_harvest
    • Added some easter eggs.
    • Added "players count" based supplies limiter.
    • Added an extra minute to survive the house.
    • Added an extra pile of crates inside the barn as cover fire.
    • Added some extra props inside the house to barricade.
    • Added a beacon for the zombie breakable on the highway.
    • Added a wall on the top floor of the barn with a window.
    • Added a secondary route to the top floor of the barn.
    • Added some props to the top floor of the barn.
    • Adjusted mass values for some props in the map.
    • Fuse and keys are now items to be delivered as objective.
    • Fixed collision with barn's stairs.
    • Initial supplies rebalance pass.
    • Migrated dynamic barricade HP assignment, "logic_auto" entity and police car sirens to AS.
    • Made the back/front/house to basement doors and barricades HP scaled by Angelscript.
    • Made the Winchester in the house always spawn regardless of player count.
    • "Hit the lights" message has been moved to beginning of "hit the lights" objective to delay it.
    • Survivors should be able to break the door in the house.
    • Removed the magic link between barn doors (and reworked the front one).
    • Removed back walkway inside the barn.
    • Removed some beams in the barn.
    • Rescaled barricades and doors health in the house.
    • Replaced the old truck below the bridge by a new truck thus building a shortcut
    • Reworked zombie spawns overall (outside, basement, barn).
    • Turned some static props into prop_physics.
  • zpo_murksville
    • Added a new balancing algorithm.
    • Added highlight/outline effect for dropped item_delivers.
    • Changed distance of pump's outline
    • Decreased speed of the cart with the pump.
    • Increased base volume of the cart sounds.
    • Increased all prop doors speed.
    • Fixed objective scoring script.
    • Replaced some static supplies spawns by random ones.
    • Removed some sound entities.
  • zpo_tanker
    • Added more prop_physics.
    • Added a new balancing algorithm.
    • Migrated final cutscene logic to Angelscript.
    • Replaced some static supplies spawns by random ones
  • zpo_subway
    • Added a new balancing algorithm.
    • Added more random supplies spawns.
    • Replaced some static supplies spawns by random ones
    • Fixed control room's beacon.
  • zpo_zomboeing
    • Increased all prop doors speed.
    • Fixed MP5 spawns.
    • Fixed broken starting music.
    • Fixed hangar soundscripts.
    • Fixed a rare case of ZM spawn bug with 'info_player_start'.
    • Fixed wrong skin on security door booth.
  • zps_blackout
    • Fixed broken main scripts to use the supplies limiter.
  • zps_cinema
    • Added a func_humanclip around the vent ladder in Cinema 3.
    • Added new starting Zombie spawns in Cinema 1 and in the hallway by Cinema 3.
    • Added barricade boards over basement door in the outside alley, made the doors destructable.
    • Added more spawns for the Zombies down in the basement areas, to try and prevent Zombies from being spawned at "info_player_start" due to spawns being unavailable for some reason.
    • Added trigger_barricade over fenced in areas around the map.
    • Added more areaportals for optimization.
    • Added some puddles outside for better detail.
    • Added walls, an extra room, and more props in the Cinema 2 Projector Room.
    • Adjusted various props and their materials used.
    • Adjusted the Candy Bar.
    • Changed some props from static to physics.
    • Clipped off the corner of a box in basement where you could get wedged mid-air between it and the wall.
    • Changed the health on some doors.
    • Completely reworked most lighting.
    • Lowered number of items spawned.
    • Lowered brightness of light_environment.
    • Expanded arcade and changed most props to physics.
    • Extended size of func_precipitation so that rain is hitting in all noticeable spots outside
    • Made sure the Zombie spawns near the parking lot stay disabled for the first 120 seconds.
    • Replaced func_detail podiums in Lobby with physics props.
    • Rebalanced amount of items for 'random_def' and 'weapons_limit'.
    • Removed the steam trap in the fenced in area in the basement.
    • Removed some lights in the parking lot.
    • Removed old useless keyvalues from the random entities.
  • zps_deadend
    • Added a new balancing algorithm.
    • Turned off some Zombie spawns near the Survivor spawn.
    • Increased a timer to turn Zombie spawns on near the Survivor spawn (from 5 sec to 30).
    • Reworked the easter egg
  • zps_haunted
    • Added a new balancing algorithm.
    • Fixed a floating PPK.
    • Reduced amount of sledgehammer spawns.
  • zps_nightmare
    • Adjusted balance of item amounts to spawn.
  • zps_ruralpanic
    • Fixed broken main scripts to use the supplies limiter.
  • zps_sapidcerebrum
    • Adjusted balance of item amounts to spawn.
    • Added a hint that hanging out in the prop room isn't wise.
    • Added a "Spawn limit" of 1, and "Respawn Timer" of 5 to the Survivor spawns.
    • Changed some of the "item_ammo" entities into "random_ammo" instead.
    • Darkened the upstairs hall near prop room.
    • Enabled PVS mode on the Zombie spawn in the closet upstairs by Survivor spawn. Also set a "Spawn limit" of 1, and "Respawn Timer" of 4.
    • 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.
    • Set "Minimum Survivors" to 0 on the Revolver in the wall, and added the player count limit for it in sapid's weapons_limit script. So the Revolver should no longer spawn at low player count.
    • Made the revolver a little easier to spot with a spark hint.
    • Increased all prop doors speed.
    • Fixed an obsolete entity.
    • Fixed some zombie spawns being able to get stuck on the ground.
    • Turned PVS on for all zombie spawns.
  • zps_silence
    • Added more "random_ammo" entities.
    • Added barricades at basement's entrace.
    • Converted "item_ammo_barricade" entities to fake entities "random_boards".
    • Coverted some static props into "prop_physics".
    • Changed HP of metal doors at low player count.
    • Increased all prop doors speed.
    • Removed a damage filter from the secret button.
    • Reworked overall balacing of the map via AS.
    • The basement section is now only available if the player count is equals or higher than 8.
  • zps_thrillvile
    • Adjusted balance of item amounts to spawn.
  • zps_town
    • Adjusted AS item balance.
    • Added more "item_ammo_barricade" spawns.
    • Added a new Zombie spawn in the 2nd floor of the building beside the front of Larry's Diner
    • 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.
    • Added "weapon_barricade" spawns.
    • Added camper beans throughout the level.
    • Completely clipped off the fridges in the kitchen.
    • Changed staircase into the Apartment from outside in the Park.
    • Changed layout of the Apartment building, added a bathroom, and an open window (Zombie only access)
    • Converted some unnecessary prop_physics into prop_static, and even removed some completely.
    • Made the freezer door destructable, the freezer door button only usable by Survivors, and added another button on the inside of the freezer.
    • Put the freezer damage on a logic_timer. So that it fires properly, and won't fire when the door is still open.
    • Improved overall optimization and lighting of the map.
    • Increased all doors speed to 150.
    • Restricted map size for low player count (8 players).
  • zps_underground
    • Added and fixed existing cubemaps.
    • Adjusted balance of item amounts to spawn.
    • Added some blood on the vents where Zombies spawn at.
    • Added some camper beans items (usable).
    • Added some debris at one of the Zombie spawns in the train tunnel, for cover.
    • Added some props in Ticket Booth.
    • Added more physics props throughout the level.
    • Added half vent covers over the central Zombie spawn in the vent.
    • Added destructible boards on the fences in Survivors spawn, to help block LOS.
    • Clipped off the back of a set of boxes which could make items unreachable.
    • Set the fire extinguishers to not explode anymore.
    • Changed all foldingtable.mdl to prop_physics_multiplayer.
    • Changed the skins on the pillars in the Plaza, and changed the texture on the floors.
    • Converted some brushes into models for optimization.
    • Converted some unnecessary light_spot to light.
    • Converted fire extinguishers to phys_cannisters.
    • Cleaned and fixed security camera code via AS.
    • Improved overall optimtization of the map (VIS and lighting)
    • Made the metal shutter door near Survivor spawn breakable, and only them can open it with the button.
    • Made some adjustments to the Security Room.
    • Slightly increased amount of barricade hammers spawned.
    • Replaced stack of boxes in Cafe with a planter and plants instead.
    • Removed some items spawning on boards on top of the vents in the rafters.
    • Replaced the tilefoor013a materials with a copy of it that has a lower envmaptint. So the floor does not look as shiny.
    • Removed fog.

Misc

  • Added snow balls on Christmas event.
  • Added Get and Set for ent description.
  • Added max_carry for ammo bank.
  • Added "off" skin to walllight001a and zp_light.
  • Added an "ignore list" feature to supplies distribution (this is useful for maps with "closed areas based on player count" to prevent unreachable supplies being spawned in those areas)
  • Added the ZombieVisionBreakable material proxy to barricade boards, and some other props that are used as physics objects.
  • Increased weight of Survivor generic gibs so they don't fly so far.
  • Expanded Random Entities on FGD files (added more options).
  • Moved game data files outside of the VPKs to prevent breaking the Linux client/SRCDS
  • Paul will no longer say '♥♥♥♥♥♥' in his taunt line.
  • Updated HLMV to show more stuff about sequences.
  • Updated a lot of materials to support BIK background.
  • Updated "env_sprite" to hide the sprite if the local player is the parent (will draw if not in firstperson mode).
  • 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).
  • The client will now attempt to wipe out all sound caches at every game start.
  • Fixed an error in "counter_paint.vmt".
  • Fixed cubemaps on traincar_bars001, traincar_bars002, and traincar_rack001.
  • Fixed materials on props that were glowing fullbright white with Zombie Vision.
  • Fixed "trigger_barricade" 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.
  • Fixed random_ and weapon_ on older VMF files (if ignorerules keyvalue is not found, it will force it to be false, and not true).
  • Recompiled many of the recently modified models to have more gibs, and to make some flammable.
  • Removed old colorize.as file (obsolete file from 3.0.9)
  • Zombie vision proxy algorithm has been changed, you start glowing when fatigued a little then fully half fatigued

Models

  • Added new skin options for arcade.mdl.
  • Changed $color_breakable on physics props to orangish.
  • Fixed collision for popcorn_machine.mdl, microwave.mdl, and some corpsington's props.
  • Fixed broken env_cubemap from the hl2 cabinet models.
  • Fixed a lot of materials that uses "$envmap" within.
  • Fixed "damage scaling by material" code not being executed for props with hardcoded health in their MDL/QC.
  • Fixed "damage scaling by material" debugger not telling the truth in certain situations.
  • Recompiled some props to have physics, and added Zombie Vision proxy to their materials.
  • Recompiled "models/props_combine/breendesk.mdl" to have physics.
  • Recompiled "models/zp_props/filecabinet.mdl" to have physics.
  • Recompiled "models/zp_props/pccase.mdl" to have physics.
  • Recompiled "models/props_wasteland/controlroom_filecabinet001a.mdl" to increase mass to 275.
  • Recompiled "models/props_wasteland/controlroom_storagecloset001a.mdl" and "models/props_wasteland/controlroom_storagecloset001b.mdl" to decrease

mass to 525.

  • Recompiled "models/ill_hanger/props/trashcan.mdl" to have $surfaceprop of plastic, and to have physics.
  • Recompiled "models/ill_hanger/props/cratelat.mdl" to have physics.
  • Recompiled "models/zpprops/picture1.mdl" to have physics, also made a larger version called "picture1_large".
  • Recompiled "models/zpprops/couchchair.mdl" to have physics.
  • Recompiled "models/custom/bar_stool.mdl" to have physics.
  • Recompiled "models/zp_props/sofa/diningtable.mdl" to have physics.
  • Recompiled "models/zp_props/sofa/leathersofa_single.mdl", "models/zp_props/sofa/leathersofa_double.mdl", and "models/zp_props/sofa/leathersofa_triple.mdl" to have physics.
  • Recompiled "models/props_frozenheart/trash_bin.mdl" to have physics.
  • Recompiled "models/zp_props/cinema/poster_muertos.mdl" to have physics.
  • Recompiled "models/props_c17/furniturefridge001a.mdl" and "../filecabinet02.mdl" to increase mass to 450 and 275.
  • Recompiled "../foldingtable.mdl" to have physics.
  • Reversed the "AMBULANCE" text on the hood of the ambulance model.
  • Updated "models/props_c17/oildrum001.mdl" gibs.
  • Update "../door_zps_wood.mdl", fixed UV maps of giblet models.
  • Updated collisions models for some props.

UI

  • Added "cl_togglebikbackground" to turn on/off BIK background videos in shader panel.
  • Added "sv_zps_warmup" into creation server panel.
  • Fixed AmmoIndicator on steam builds and the missing particle file.
  • Fixed vote not being reset upon map start.
  • Fixed wrong fatigue bar calculation.
  • Moved console from VGUI to GameUI.
  • Updated GameUI (loading screen, workshop downloader, game/VAC ban).
  • Updated server browser.
  • Updated ui.json.
  • Updated translations.
  • Updated the chat box to always render on top of everything when opened.
  • Reworked player list dialog.
  • Removed "I need barricade ammo" string.

Sounds

  • Added footsteps sounds for Survivors.
  • Added new pull pin sound for the grenade
  • Added Zombie's specific footsteps sound scripts and sound themselves.
  • Changed various values about footsteps (volume, radius...)
  • Changed pitch, sound level and volume of shell bouncing sounds.
  • Fixed Miles Sound System codecs being wiped out from engine binaries.
  • Stop last character voice upon respawning.
  • Fixed melee, panic, pain, berserk and lunge VO not being played underwater.
  • Fixed missing sand footsteps for Zombies.
  • Fixed Zombie Vision muting music.
  • Fixed Paul and Lea berserk sounds.

Weapons

  • Added new first-person and third person animations for some weapons (Pistols, Shotguns, Rifles, Explosives etc)
  • Added inoculator's third person animations for survivors.
  • Added "press UNLOAD to rotate the board counter-clockwise" feature for "weapon_hammer".
  • Fixed a glitch with weapon switching that would cause the viewmodel to flicker.
  • Fixed inoculator act tables.
  • Updated weapon_inoculator FGD.
  • Updated I.E.D bomb.

Human

  • Added back the ability to drop armor/kevlar.
  • Survivors are now able to punch zombies or anything with their empty hands (currently 25 dmg)
  • Increased the wood_barricade damage modifier for "melee_zombie" 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.

Zombies

  • Added a cooldown for Feed-O-Meter recharge after Carrier spotting.
  • Added

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).

  • 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.
  • Added the ability to customize the Zombie Vision breakables highlight proxy through ZP Options (state and color)
  • Zombies can "panic" to trigger their berserk.
  • Updated Feed-O-Meter, now it does not drain when berzerking.
  • Updated ZombieVisionBreakable proxy to automatically disable envmap and its alphamapmask when enabled (and pust them back when disabled).


  • Added "bot_zps_setmodel" CVAR command.
  • Added "hold RELOAD to switch barricade's size" feature
  • Added a delay for spawn PVS thinking (0,2 sec) for performance reasons
  • Added an "Explode" input to I.E.Ds as NPCs (mappers can setup traps now)
  • Added highlights on objectives for Corpsington, Murksvile and Tanker
  • Added 2 new tunes for the phone by Reborn (vibration variants)
  • Added better third-person 870/AK-47's animations
  • Added third-person gestures
  • Added `weapon_snowball` and `weapon_tennisball`
  • Another fix attempt for wrong viewmodel arms as spectators
  • Fixed 870/SS playing reload instead of unloading in some cases
  • Fixed a lot of invalid pointers in physics code
  • Fixed being able to earn points for TKing
  • Fixed flashlights beams not being wiped out upon death
  • Fixed gibs having dynamic lights
  • Fixed issues with vote UI
  • Fixed badly executed core AS commands without admin privileges
  • Fixed some envmap issues on some textures
  • Fixed some issues with self/radius damage
  • Fixed headshot T-posing issue
  • Fixed vote UI not being reset upon map change
  • Fixes error related to bad ragdolls
  • Fixes to beacon following stuff
  • Optimized how FMOD retrieves the music volume and "mute on focus lost" CVARs (a tiny performance boost should be there)
  • Potential fixes for invisible weapons
  • Recompiled every Zombie gib models
  • Updated debug overlay (the speed counter works and Steam ID/Steam ID 64 are merged)
  • Updated Haunted's AS (coding style)
  • Updated HLMV with some neat features
  • Updated how gibbing/ragdolls are handled
  • Updated impact particles
  • Updated translations
  • [Admin System] Bots can be targeted for some commands
  • [Angelscript] Can now hook to Source's I/O system (RegisterOutput/RemoveOutput)
  • [Angelscript] Fixed Globals.AllowNPCs taking a ♥♥♥♥
  • [AS] Added "SetOutline"
  • [AS] Added Get/SetMaxSpeed (requires custom)
  • [Cinema] Added player clips in parking lot
  • [Create Server Dialog] Password is now hidden
  • [Haunted] Added hole in a fence
  • [HLMV] Fixed floor/background when pressing UP
  • [Survivors] Always make sure there is a valid ammo type selected
  • [Zomboeing] Fixed drop triggers at doors
  • [Zomboeing] Fixed lower terminal door left of cafe being breakable
  • [Zomboeing] Migrated objective system to Angelscript
  • [Zomboeing] Turn off physics teleport in elevator shaft

Harvest

  • Added OBJ phone messages.
  • Added some clips in the lobby to prevent seeing the entire map.
  • Migrated the objective system and logic to Angelscript.
  • Removed a lot of unused stuff.
  • Removed duplicated entities.
  • Removed the "disable escape truck" thing (survivors still have a final chance to catch the truck when it goes).
  • Reworked how fuse random location chooser is handled.
  • Reworked the entire fuse location chooser logic