Full notes
Full BrainBread 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- Fixes
- UI and audio
- Maps
- Compatibility
Server owners please update your servers!
Code
Players & Skills
Cheetah Powerup will now ignore weapon weight.
Predator Powerup will ignore all falldamage.
When you reach LvL 500 you will be a god to everyone else.
Sliding into an escape trigger will no longer glitch out your view.
Fixed a minor bug which would not reset your kill or death counter when you respawned as a human while being a zombie.
Reality Phase will now make you properly non solid to all Players & NPCs.
Added bb2_end_game & bb2_end_round for testing purposes, which allows you to skip rounds in Arena mode.
Steam Stats will now be fetched properly for clients, even when Steam Overlay is disabled.
Max spawn protection cvar value has been lowered from 10 to 5 sec.
HUD & VGUI
Scoreboard will be closed when the end map vote panel is displayed, to prevent panel rendering issues.
Fixed HUD ammo mag counter displaying faulty values for akimbo weapons.
Fixed HUD ammo bullets sometimes displaying 0 bullets when you actually had at least one bullet in the clip.
Updated scheme files to fix a faulty font name for Noto Sans, this should fix font rendering issues for some Linux distros.
AI & NPCs
Optimized netcode for NPCs.
Humanoid NPCs will now fire their weapons more frequently.
Zombies & Fred will no longer wiggle back and forth sometimes when they try to attack someone facing a wall.
Zombies will no longer attack air because they think they can reach you, even when you're a story above them.
Improved Fred's AI, he is no longer fully brain dead.
Updated NPC collide rules, Fred will no longer get blocked by spawning NPCs or weapons.
Fred will no longer collide with Military or Bandit NPCs.
Entities
func_precipitation is now preserved on level restart.
Cleaned up and removed a lot of unnecessary entities.
Improved trigger_player_blocker, it now blocks/unblocks smoothly and also supports a disabled state which can either block or unblock by default.
Weapons
Fixed akimbo ammo inconsistency bug, if you had uneven amount of ammo. It would prevent you from firing/reloading properly.
Frag Grenades can no longer kill friendlies when you throw them before becoming infected, becoming a zombie or escaping/spectating.
Melee & Firearms will no longer trace against items, armor, ammo, and other weapons.
Melee & Firearms will now trace through friendlies, meaning you can for example shoot through your friends. No more blocking!
You can no longer consume propane tanks (ammo) when you already own propane.
Flamethrower sound is no longer global. It should be distance based, clear your sound cache if it still is global!
Added the Desert Eagle, plus its respective achievement! Credits to Lord B & Boss Negro!
Misc
Updated VPKs to include more game folders.
Added NAV related FGD entries.
Moved FGD files into the root/bin folder.
Balancing
Increased the effect from Weightless from 4% to 6.5% per point.
Increased the effect from Lightweight from 2% to 4% per point.
Maps
Shared
Fixed akimbo weapon positions in the objective maps.
Added the Deagle to all objective maps and Salvage.
Mecklenburg - Objective
Nerfed zombie spawners in the apartments, alley, prison and keycode area.
Rastamon and Wayne will get some extra time to flee before the other prison door opens, and will position themselves behind the military.
Compound - Objective
Nerfed zombie spawners in the zone capture area and alley transit area.
Fixed player blocker being obsolete sometimes.
Laststand - Objective
Increased zombie count.
Salvage - Arena
Added a nav blocker in Johnson's container, to prevent the bandits from trying to go through it.
Community Discord
Source
Changelog.gg summarizes and formats this update. How we read updates.
