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7 November, 2015 Patch

  • Fixed the fade speed when opening/closing the inventory/quest panel.
  • Remade the inventory logic, you now have to specify which file under data/items you want to read from when adding inventory_item entities. The ID you specify will represent the ID from that file, this way we don't get any itemID conflicts using the same ID's. Notice that the randomizer will use official items only to prevent exploiting.
  • Updated the leaderboards GUI to display the current page and amount of pages.
  • Fixed a bug which wouldn't play the main menu music on game startup.
  • Fixed a bug which would not show the console when you started the game with -console.
  • Added the loading tip [] feature, you can now add tips like 'Hold [+use] to open doors... Or [+attack] to break it.'
  • Re-added the old tfo rain particle impact, this will prevent lag in maps which use precipitation. If you still endure some lag then set r_rainsplashpercentage to 50 or less.
  • Use bb2_create_inventory_item to spawn test items (sv_cheats must be on). If you want to spawn an item from the offical list write bb2_create_inventory_item , if you want to spawn an item from another file then write bb2_create_inventory_item example: bb2_create_inventory_item 1 laststand.
  • You can now override the item randomizer to spawn one item only by setting the OverrideID to the item you want to spawn. (official list only)
  • Walkers will now spawn and fade in with the rise idle anim and when they've fully faded in they will play the rise anim.
  • You can now set the ScriptFile for the trigger_inventory_check brush entity to check for custom items.
  • Infected humans will drop their inventory items when they turn fully to make sure they don't run to their spawn and drop the items there, in case the spawn is 'protected' by the player block clips.
  • Fixed some bugs related to player carry weight, when adding inventory items the weight of these items would not be affected by the Lightweight skill.
  • Fixed a bug in the password dialog for direct connection which would quit the game when clicking on Ok or Cancel.
  • Added headshot icon logic for the death notices, basically add a definition headshot_ in mod textures to activate headshots for certain npcs. Players use 'headshot_player'.
  • If you ignite a zombie using blazing ammo you'll now get a kill when the npc dies from the fire, I've also added a death notice icon for the fire.
  • Fred can no longer be affected by blazing ammo.
  • Fixed up 'hardcoded' NPC names in the death notices.
  • Fixed a bug in the healthkit logic which would give you full health no matter what, healthkits will now give you: 50% of your total hp when using the large healthkit and 25% using the medium pack. Using the painkiller skill will increase this percentage.
  • Other minor bug fixes.