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
Angelscript
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Added "Utils.RemoveImage".
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Fixed "Globals.SetAutoBalanceBlocked(bool)" not working in Objective maps.
Characters
- Fixed missing texture on Paul Zombie's viewmodel arms.
Client
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Added checks to prevent changes to DirectX levels.
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Fixed a case where a certain player wouldn't be displayed in 'Player List'.
Game rules
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Added experimental forced infection cure when someone dies.
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Fixed auto balance chat spam mostly on custom gamemodes such as PG maps and The Hidden.
Maps
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Added and updated item balance and other AS event scripts in the following maps: Aquatica, Biotec, Corpsington and Sapidcerebrum.
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[Aquatica] Changed zombie respawn timer to not go below 1.
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[Biotec] Fixed Lab's side doubledoors not correctly breaking via I.E.D and smoothed the zombie ladders on outside tree spawn.
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[Frozenheart] Fixed garage side door not properly opening when being blocked and updated tree models skyboxes with less verts.
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[Cinema] Added an anti-idle zombie method on certain spots where Survivors can't reach.
General
- Removed unnecessary Half-Life 2 singleplayer stuff.
User Interface
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Changed badge popups (Commander, Medic, etc...) to be an Angelscript (and SourceMod) exclusive feature.
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Minor font scaling changes to scoreboard and ammobank hud for 1080p and higher resolutions.
Weapons
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Updated Glock17 spread and yx with better values.
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Updated Revolver damage multiplier on head only.
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Updated Chair dmg multiplier and removed its unique vertical trace module.
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Updated Shovel dmg multiplier both head and body slightly.
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Fixed collision and rigging on Grenade worldmodel.
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Fixed Winchester secondary attack not refreshing camping timer.
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Updated phone names list.
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