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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
[Game] - Server no longer controls direction of eyes (and blinking) for player models, now its managed only by client - Fixed issue where sprint would no longer override crouch - Fixed revolvers, flare guns, and other displayed fire modes - Added Crossbow and Robust Sawed-off to regular Loadout - Alphabetized Loadout [Maps] - Retired non-period correct Viet Cong vehicles - Added for Viet Cong GAZ-69 and GAZ-69A jeep variations to all maps - Added for Viet Cong ZIL-157 and BTR-152 truck variations to all maps - Changes and fixes to overall art and performance - Improved grass on certain maps to match with ground - Improved water on all maps [Server] - Adjusted mp_allow_parachute now uses infinite parachute - Fixed bug whertr projectile duds could kill at a distance without exploding [Client] - Fixed the lean direction of hip fire and ADS sights being different (during scoping) [Zombie Alpha] - Zombie maps fixed art and collision - Reduced max prop to 7, more can prop space and more weight can be purchased in future - Players receive money for completing a zombie round, higher waves more money - Added hint for shop menu zone - Added rifle grenades to shop - Weapon list jumps to top on Weapon Category change - Added highlighted outline to remaining zombies when their count drops below 5 - Allow players to drop money using the B key in Zombie mode - 50 USD at a time - Added decapitation style headshot for zombies - Fixed bug when money of other players can appear at your shop screen - Double-layered moveattacks can now adjust zombie velocity like before they were added - Players get fists when dropping melee weapon - Enabled mp_drop_melee_enable and mp_drop_grenade_enabled to 1 by default - Fixed issues when flying zombies might fallback to unsupported ground zombies codepath - Fixed server crash that could be triggered by dropped explosive charge - Fixed bug when special attack animation for kamikaze and ranged zombies was not blended correctly - Fixed bug when kamikaze zombie sometimes did not die by his own explosive charge - Fixed bug when gunner/havoc zombies did not teleport to nearest path if they fell off navmes - Fixed bug where the shop did thought u are full after dropping weapons - Fixed bug where it was impossible to pickup a dropped pistol - Fixed bug where buying multiple gas masks and spamming "6" will loop the take on/take off animation that many times - Fixed selection hierarchy issues of weapons - Added missing mine thread - Fixed throwable bayonets not dealing any damage to zombies - Fixed bug when vomit effect for bloat/orange zombies sometimes played endlessly - Zombies that touch the smoke grenade go back into walking mode if they were running, until they get aggressive again by damage or distance to player - Wrench can no longer be dropped and is only available in interim phase - Zombies now look directly at player only during attacks, in other cases they look toward their move direction - All animation-related logic moved to zombie body interface - Implemented new direct climbing and jump animations with smoother transition using animevent and new act names, the animevent should be used when the zombie should start jump/climb towards the end climb point - Fixed zombie attack animation doesn't play when you bash zombies with weapon - Increased zombie step height from 14 to 18 zombies can now burst through func_breakable_surf - Fixed bug when horde could attack player only at distance of 40 units, but started playing attack animations at 60 units - Fixed dog zombie did not use double layered attack animations - Zombies no longer jump while walking upstairs - Zombie animation playback no longer scaled by their speed - Fixed issue when zombies may leak through spannable props in certain cases - Zombie gunner and havoc no longer use separate intention interface - Spawnable props are now translucent during interim phase, turn solid on round start - Fixed players not receiving credits for exploding props kills - Fixed bug when zombies tried to climb on projectiles - Cut down zombie melee attack animation timings by 0.5s - Increased max allowed weapons in loadout, this fixes the issue when players were not able to spawn with certain loadouts as medic/gunner - Limited usage of physics for spawnable props, they are not affected by physics by default - Zombies no longer attack nearby props if they are not blocking their path - Zombies now can be hurt by trigger_hurt if trigger_hurt has fAllow NPCs flag set - Fixed crow could dive into the ground when it cant see player - Fixed bug when gunner might stuck in player when doing melee attack - Increased range from which buffalo plays charge end animation - Moved zombieshop hint to client side in order to avoid perframe usermsg spam, and hint is not shown during combat phase - Crow now circles around prey only while preparing for the next attacks, crow turns are a bit more smoother slightly tweaked attack ranges for crow and dog
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