Art:
Early ancient Japan theme: bridge, shoji doors, candles, lanterns, crates, roof tiles, boulders, windows
Early vegetation: monkey tufts, underwater_grass, seaweed_01, grass_monkey_01
Added LODs for many (many) meshes throughout the game!
Carnage pickup updated
Carnage player effect updated
Updated melee weapon (more to come
)
Added weapon decal assets
Added effects: bubbles, drill effect
Editor:
Added EntityVolumeSelect (can use to create persistent selections, select VolumeSelect, click select)
Added 2d box select (hold control & click n drag)
Added light overrides to effects, so it's now easier to make lighting fit correctly in custom maps.
Added team materials -- these are magic materials that change colour with the team colours.
Added "teamIndex" to pointlight & spotlight overrides. this allows you to colour a light by team colour.
Added me_listprefabs to show list of prefabs in the current map
Added me_purgeprefabs to remove un-used prefabs (client side only, can only do 5 at a time, bit rough but it works)
Player visibility:
Added hero lighting to assist player visibility
Map creators can specify team colours in the worldspawn entity for their map
Clients can also override player colours locally
Console commands are:
cl_team_colors_relative
cl_team_colors_overridden
cl_team_color_a
cl_team_color_b
cl_team_color_enemy
cl_team_color_friend
Or better yet, just use the options menu
Game:
Added Capture The Flag mode (OMG HYPE!!1)
Removed outlines for various technical and gameplay reasons.
Added capsule hitbox for hit detection
Added silhouettes (r_silhouette) -- wallhack for friendly players/flag carriers/gibs/etc.
Increased player size to 72 units high / 36 wide for various artistic and gameplay reasons
Removed "downloading gamestate" console spam when connecting
Increased bolt range from 4096 -> 16384
Added "callvote shuffle" command
Added bind re mutator (for replay editor), added default replay binds to game_default.cfg
Added error to server browser when we fail to connect to steam (rather than just seeing 0 servers)
Quad damage sound now only triggers on initial fire for IC (too late to save Fleabittens eardrums)
Maps:
Added map CTF-Monolith by promeus & friends
Added DM-Ashur promeus & friends
Update thct7 from Tehace
Updated f14p1 from F14m3z
Bug fixes:
Flag/quad/mega/resist now dropped if you switch out of player mode (into spec/editor)
s_volume now correctly applied as sound system is initialised (rather than a few frames later)
Prefabs now correctly appear in replays
Plasma effect now reduces correctly on LOW effect setting
Powerups spawn now delayed at start of match
Fixed math bug where we weren't detecting camera was inside a scaled spotlight correctly (causing flickering)
Fixed bug where replays with > 8 players didn't playback properly
Fixed lua error in OptionsMenu.lua when adding bogus fields to widget positions
Local player weapon fire sounds are now properly attached (no-longer lag behind player)
Engine:
Added NVIDIA cloth
Added symbol to flag reflex.exe as a 3d intensive app on AMD mobile cards
Added software occlusion
Particle systems now sleep when occluded/notvisible
Tweaked static batching to better support large maps
Improved profilers, see cl_show_profiler 1/2/3, r_profiler 1/2, cl_show_traffic, cl_show_lagmeter
Added r_fullscreen_forcestretch for $aboo
Lua:
Added extra lua flags to death message: "deathTargetHadFlag", "deathTargetHadQuad", "deathTargetHadResist", "deathTargetHadMega"
Added CTF events
Added lua variable connectedToSteam
Server Admin Notes:
Expect an increased server load with 8-10 players on fully detailed Capture The Flag maps. RAM can jump from 30MB to 110MB and it's possible to be sending 30kb/sec per client.
This will be optimised in the future but for now, keep an eye on your server loads.
We are currently investigating a crash bug with the dedicated server software -- please send any crash reports.
Known Bugs:
Cloth occasionally vanishes -- just treat it as "Capture The Pole" until it comes back.
This is a huge release so expect this list to grow. Please send all crash reports!
Getting a few crash reports in the new occlusion engine. You can use r_occlusion 0 to disable it as a workaround for now.