• 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5


March 2016 Patch
#1
A new update has been released!

This update focuses on fixing bugs and gives text rendering a little love.

As usual, servers will need to be updated.
Clients will automatically update when you restart your game.

Thanks to everybody who helped with testing the update and reported any bugs/problems.

Engine Changes

NEW
   Added ‘mat_reloadtexture’ console command. It reloads a single texture
NEW
   Added ‘whereis’ console command. It displays the real location of a file that is mounted on the virtual filesystem
NEW
   Support for AE_CL_STOP_PARTICLEEFFECT & AE_CL_ADD_PARTICLE_EFFECT_CP
FIX
   Texture auto-refresh no longer reloads every texture in the game and can reload JPEGs
FIX
   Fixed TLK_PLAYER_ASK_FOR_BALL console warning message
FIX
   Fonts on Windows and OSX can now display non-latin characters
FIX
   Fonts contained within Workshop addons are now properly loaded
FIX
   HTML panels and anti-aliased text are now correctly alpha-blended on OSX
FIX
   The game can now be played on OSX from case-sensitive filesystems such as NTFS
FIX
   Hot loaded models (e.g. playermodels, vehicle models) no longer stretch across the map and/or crash the game
FIX
   Workshop Lua files now emit errors with the correct file path
FIX
   WorkshopDL addons now update properly
FIX
   Gamemodes within addons now have their ‘entities’ and ‘content’ directories mounted
FIX
   Parented entities’ physics objects will no longer fall out of the world and cause their parents (e.g. vehicles) to be removed
FIX
   Cyclic entity parenting no longer crashes the game
FIX
   Navigation meshes can now be loaded from within addons
FIX
   Engine tools now work. You can access them by launching the game with the “-tools” parameter
FIX
   Certain NPCs no longer cause a crash when taking damage with a NULL inflictor
FIX
   Airboat guns no longer cause a crash if fired as a player is joining
FIX
   Airboats no longer cause a crash when attempting to eject a NULL player
FIX
   Multiple bug fixes for hammer
FIX
   Armor is now networked as a 32-bit unsigned integer
FIX
   Health and max-health now properly update when changed on “anim” SENTs in singleplayer
FIX
   “kill” input no longer puts players in an invalid inescapable state
FIX
   The pistol now uses less network bandwidth when equipped
FIX
   Fixed corruption in the SVC_PacketEntities net message. This should stop disconnections from servers with ‘random’ reasons and some other odd behaviour
UPD
   The max size of reliable snapshots has been increased from 256KiB to 1024KiB. This should reduce or eliminate any “Couldn’t send snapshot.” errors
UPD
   The max value of ‘net_max_fragments’ has changed from 1260 to 1792
UPD
   Major improvements to text rendering on OSX
UPD
   Forced player simulation now modifies the usercommand’s command-number and random seed
UPD
   The console can now be opened by pressing shift+escape. The old behaviour remains unchanged
UPD
   Improved delta encoding of ragdoll bone positions/angles. They should now use slightly less bandwidth
UPD
   Improved the error message emitted when patch materials have failed to load
UPD
   Limited length of URL in JavaScript error prints

Game Changes

FIX
   Doors now properly play their open/close sounds even when penetrating the world
FIX
   Fixed vertical text alignment on spawnicon labels
FIX
   Entity spawn/remove effects should now always play properly in Sandbox
FIX
   Footsteps now properly alternate between left/right clientside
FIX
   Animations such as swimming and crouching are now properly applied to all players
FIX
   Clientside debris will no longer get stuck inside itself
FIX
   S.L.A.M. weapons now play their sounds (still requires HL2Big GrinM)
FIX
   Suit rechargers now stop playing their sounds when removed
FIX
   weapon_rpg no longer plays its holster sound every time it leaves the PVS
FIX
   Chatbox auto-completion no longer fails when a player’s name contains certain characters (contribution by Chewgum)
FIX
   Players can no longer noclip when dead (contribution by code_gs)
FIX
   Footsteps no longer play while players are dead (contribution by code_gs)
FIX
   Fixed bypass of certain prop-protection addons when right clicking with Hydraulic/Muscle/Slider/Winch tools (contribution by Mista-Tea)
UPD
   Updated some pre-rendered spawnicons
UPD
   Corpses in Trouble in Terrorist Town now retain any blood splatters and the colour of the deceased player

Lua API Changes

NEW
   CRecipientFilter:AddRecipientsByTeam( teamid )
NEW
   CRecipientFilter:RemoveRecipientsByTeam( teamid )
NEW
   CRecipientFilter:RemoveRecipientsNotOnTeam( teamid )
NEW
   debugoverlay.Grid( Vector )
NEW
   debugoverlay.ScreenText( x, y, txt, duration, clr ) ( x/y 0-1 )
NEW
   debugoverlay.Triangle( vec1, vec2, vec3, duration, clr, ignorez )
NEW
   debugoverlay.SweptBox( vStart, vEnd, vMins, vMaxs, dur, clr )
NEW
   debugoverlay.EntityTextAtPosition( pos, line, txt, durat, clr )
NEW
   Entity:GetBaseVelocity()
NEW
   Entity:SnatchModelInstance( srcEntity )
NEW
   Entity:TestPVS( testPoint )
NEW
   ents.FindInPVS( viewPoint )
NEW
   CUserCmd:IsForced()
NEW
   Clientside bindings for creating and manipulating Projected Textures
FIX
   CRecipientFilter:GetPlayers and CRecipientFilter:GetCount now ignore null players
FIX
   Entity:GetFlexName and Entity:GetFlexBounds no longer perform undefined behaviour when called with invalid IDs
FIX
   game.CleanUpMap should now always respawn doors properly
FIX
   Entity:SetSaveValue can no longer write to entity inputs (and then crash)
FIX
   Entity:WaterLevel now returns correct results clientside when ran on other players
FIX
   Entity:IsOnGround now returns correct results clientside when ran on other players
FIX
   util.TableToJSON no longer treats non-sequential tables as sequential
FIX
   surface.GetTextSize now returns correct results on OSX
FIX
   ents.FindByModel now returns correct results clientside
FIX
   markup.Parse no longer errors when attempting to wrap an empty string
FIX
   Traces created within Lua can now use MASK_ALL
FIX
   Returning values inside RunString, BroadcastLua, or Player:SendLua will no longer cause Lua panics
FIX
   SKIN:SchemeTextEntry now works properly with Panel:SetSkin (contribution by Bo98)
UPD
   SetClipboardText now works with non-latin text
UPD
   file.Open can now write “.vtf” files
UPD
   Added viewCheck parameter to debugoverlay.Text
UPD
   Derma checkboxes can now use custom fonts (contribution by Donkie)

Security Changes
FIX
   Patched multiple DoS attack vectors
FIX
   Stopped certain file names from tricking the netchannel’s security filters
Reply

Digg   Delicious   Reddit   Facebook   Twitter   StumbleUpon  




Users browsing this thread:
1 Guest(s)

   
ABOUT US
ModRiotGaming is a multi modification based gaming community offering servers of all sorts customized by community input. We dedicated ourselves towards providing a drama/stress-free gaming experierce for all fellow gamers while hosting the classic half-life 1 based mods we all grew up on worldwide.