[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