We have an update for you guys we've been working on. Here's the changelog:
- New Content/Features
- Updated Market, District, Ministry, Heights and Buhriz.
- Added Contact_Coop, updated Market_Coop and District_Coop.
- Updated ragdolls and Insurgent characters.
- Added weight bar and slot names to the inventory UI.
- Added optic upgrades for M249 and RPK.
- Added +tacticalmap bind which is a hold bind for just the map on its own.
- Mapcycle files can now specify a gamemode.
- Added cvar mp_theater_override which allows you to override the theater that is loaded by the game. Useful for testing and custom server owners. Changing the value of this cvar adds a "customtheater" tag to your server and adds the name of the theater to the server tags.
- Gameplay
- Capturing with teammates increases the capture speed - the more teammates capturing the faster the capture.
- Added Skirmish support to Heights and Buhriz.
- Added new Battle gamerules where your team gets to move up if you own the middle point to allow for momentum to occur (Market and District currently supported).
- Moving now unlocks you from bipod.
- You can now toggle the bipod while reloading, also cancels the reload.
- No longer able to fire a rocket while jumping.
- If you still have remaining grenades, the grenade weapon will not be holstered as soon as you throw.
- Tightened/improved the crashed UH-70 collision models, especially notable in Market and Uprising.
- Bug Fixes
- Fixed crash in AddDefaultConfig.
- Fixed issue with changelevel sometimes reverting to the default gamemode for a map.
- Removed the flipsights attachment. M16/4 will just get a flipsight when no optic is attached.
- Flashlights no longer turn off during iron sight transition or reloading.
- Lasers and flashlights can no longer be on the same weapon.
- Fully automatic weapons no longer constantly dry fire.
- Flashbang effects should show in first person spectate now.
- Added zpos properties to both controls on the weapon image control so hopefully OS X will display them in the right order.
- Bot Improvements
- Bots are now hooked up to our new response rules system, occasionally saying things based on what is going on.
- Bots now attack and suppress in a more random, less repetitive frequency.
- Bots now attack when investigating and their investigation behavior is a little less predictable.. they will sometimes hold back and observe instead of investigating each gunshot or friendly death.
- Bot reaction time / attack delay is now based on distance.. so if they are further away, they will need to settle their aim for a little longer before attacking.
- Improved bot footstep hearing functionality.. now you can sneak up on bots by being in crouched or iron sights (both is even better). Sprinting also allows them to hear you from further away.
- Bots now check if a nav area has another bot or a static prop in it before proceeding.. reducing cases of clumping up and bots getting stuck.
- Bots no longer spawn floating pistols when they die.
- Improved capture functionality so bots don't stop and start staring at the ground so much.
- The last two bots alive in Hunt will now find the closest human player and investigate instead of remaining idle waiting to be discovered.
- Bots now attack and have some idea of where to go in PVP modes.
- Misc. / Optimization
- Added mat_scope_viewport_scale and mat_scope_render_quality to allow people to optimize their 3d scopes. Viewport scale scales the rendering viewport of the scope renderer and render quality controls the resolution of the scope render target. These settings can be modified in video settings.
- Fixed sprint/crawl animations interrupting the pullback animation.
- ...
For a complete changelog and additional information, check out the official thread on our forums.