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
- Maps
- Balance
- Performance
- UI and audio
Server owners please update your servers!
Code
Core
All surfaceprops, propdata, soundscapes, etc. are now recursively loaded through the data folder, this allows modders to simply add their stuff here without the need to update a manifest file, or override existing files.
Improved workshop logic for dedicated servers, improved the verboseness.
Removed all AI node crap, from now on only NAV is used. Update your custom maps if you have not yet added NAV!
Players & Skills
AFK kicker will no longer kick people during end vote screen, if it takes too long.
Coldsnap will reduce enemy movement speed by 45% and force the enemy to walk, if running.
All default soundsets are now available for each character.
You can now view quests + progress while spectating.
Firstperson body will not render if your view is rendered through a camera.
Disabled bloom effects when view is rendered through a camera.
Fixed armor damage pain sound, it was overriden by the default pain sound.
Improved player animation state blending, especially for the local player, less glitchy leg movement, proper YAW, etc.
Added a lost survivor soundset made by Seoras back in the day.
Added an option to enable automatic reload of weapons.
HUD & VGUI
Updated credits logic, you can now increase/decrease the scroll speed by using mouse scroll, also fixed the layout.
Excluded maps can now show proper loading screens.
AI & NPCs
Added npc_bandit_leader, npc_police, npc_riot and npc_swat (plus static versions).
npc_fred now has a disable jump option.
Added allow jump, and force static option to npc_custom_actor.
Fixed NPC auto-fire shotgun OPness.
Overhauled npc_custom_actor AI.
Fixed zombie NPCs wall hacking issues.
Improved overall zombie attack logic, they can reach you in trickier areas.
Fred can no longer walk thru military or bandit NPCs.
Fixed ai schedule route stuff if interruptability is set to Death, any interruptions will not cause the AI to break.
Added support for soundset override in the model override, defined in the maps script. Useful if you want the npc to use an entirely new soundset.
Crawling zombies are now non solid for all NPCs and players.
Improved zombie door breaking AI a bit, they will no longer randomly attack doors, only if the door obstructs their NAV path.
Fixed npc_custom_actor fire rate with certain weapons.
Disabled jumping for Johnson in Salvage.
Entities
Added SetBreakable, SetUnBreakable, and breakable default state to prop_door_breakable.
Added filter_inventory_item which can be used to filter based on whether or not a player has a certain inventory item.
Added filter_damage_type, this can be used to filter entities based on classification.
Fixed messy smart_trigger outputs.
It is now possible to disabled the inventory item rotation effect by setting DisableRotationFX to 1 in the script for the item. Disabling the effect will also set the item to spawn using the orientation in hammer, and will revert to the ang_off_* ones when dropped.
Radius glow color can now be changed through LocalGlow R G B A.
Fixed +use hierarchy, sometimes if an inventory item was dropped into an ammo box or some other larger non solid entity you would not be able to pickup the item.
Improved zombie volume tracing.
Fixed item_ammo_crate +use trolling.
A thrown propane tank will have a red'ish glow outline rather than blue'ish, implying it can be detonated!
logic_objective no longer needs an index value.
Balancing
Updated Coldsnap to reduce speed by 45% instead of 15%.
Achievements
Complete Nightclub with at least 4 players.
Bandit Massacre.
Psychopatic Tendencies.
Healing Addiction.
Kung Flu Fighting.
Mazel Tov.
Prescripted with Pain.
Sweeper.
Head Traumer.
Maps
Added Nightclub, Objective.
Added Fever, Elimination.
Added Rooftop, Elimination.
Remastered Cargo, Arena.
Remastered Swamp Trouble, Arena.
Remastered Rooftop, Arena.
Laststand - Objective
Fixed NAV issues.
Termoil - Objective
Added clips to prevent Fred from falling down and into the sewers.
Mecklenburg - Objective
Added a new quest, find the keycard and open the armory.
Rastamon and George Wayne will no longer get stuck if obstructed.
Fixed jail cells not opening.
All humans will be ported to the gunshop after defending it.
Misc
Added the latest SDK 2013 engine binaries.
Fixed various duped output issues in the FGDs.
Removed tons of unused bloat, legacy HL2 and TF2 code, logic, fgd, etc...
Added missing detail textures from L4D content, also removed some duped files.
Updated Russian translation.
Updated credits, added some missing people!
Removed unused achievements, for now.
Credits to The deadly Cutsman for the remastered maps, and to Razorkiller for the new achievement ideas plus icons!
Community Discord
https://discord.gg/0TitkvlFlYoBak0V
Sethen's Level Design Blog
https://nicholasnugent.weebly.com/blog
Source
Changelog.gg summarizes and formats this update. How we read updates.
