Full notes
Full Reflex Arena update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Store
- Maps
- Workshop
- Performance
Hi person(s), Wen is now. Here's your log of changed things. Art
- Effect optimisationburst impact, increased spark gravity, reduced number of sparks by 20%, better spark orientations, reduced spark length, increased spark width
- Effect optimisationrocket explosion, redcued number of sparks by 33%, reduced spark lengths, better spark orientations
Effect optimisation: blood particles duration now 1.5 seconds (was 2.0 seconds)
Removed ribbon trails off plasma eject cases
Shell casing duration reduced from 10 seconds to 5 seconds (making it a max of 10 casings laying around per person for 5 seconds of sustained fire)
Cosmetics
Modified Jaguar head to reduce clipping
Added Plague head
Added Bunny Head
Added Turtle Head
Maps
Furnace (dp5) has had an art pass
Fixed name for Stage 1 Combat
Changed name for Stage 2 Combat to follow the same convention
Aerowalk update: now in sync with workshop version for match making (previous clip fixes)
Code
Added Announcer - He says things about the match and things you do
Greatly improved performance of client-side particle collision
Added map editor sun enabled property
Added cl_weaponcycle to UI
Teleporter meshes now appear in the content browser
Fixed post-fix string issue on date formatting
Fixed issue where bridge tool would fail when two source edges (from different brushes) were identical
Increased max length of addon description
Fixed case sentitivity lua error when calling callWidgetDrawOptions() or callWidgetGetOptionsHeight() with incorrect case (would break Menu.lua if clicking on addon with same name as widget, but different case)
Fixed flicker when selecting addon/widget in menu, selection is now drawn next frame (after filtering occurs)
Added EffectSound.maxLengthAllowed var (had to rev effect file version & recompile them all)
Added Sound::getLengthSeconds() function
Players no-longer suicided if change to team they're already on (important for master server drop-in on team games)
Changed MM disconnect hover info from "Disconnecting will count as a loss, and you will incur a time penalty" to "Disconnecting will count as a loss" as we don't give time penalties anymore
Sounds in these effects are limited to max length of 3 seconds:
internal/items/armor/armor_green_pickedup.effecttxt
internal/items/armor/armor_red_pickedup.effecttxt
internal/items/armor/armor_yellow_pickedup.effecttxt
internal/items/health/health_50_pickedup.effecttxt
internal/items/health/health_mega_expire.effecttxt
internal/items/powerup_protect/powerup_protect_pickedup.effecttxt
internal/items/powerup_quad/powerup_quad_pickedup.effecttxt
Shotgun low ammo warning is now at 5
Added Gamma Slider and r_gamma
Dropped weapons (i.e. backpacks containing ammo) are now pickup-able when you have full ammo of the dropped weapon type (and can utilize the ammo).
Team spawns: We no-longer favor spawns that have friendly's near by. An enemy have rough-los to a spawn will now fully block it from being used.(note: If all spawns have rough-los from am enemy, it falls back to distance-bias based spawn.)
If you disconnect mid MM game via console, it will now correctly remove you from MM queue (this also catches case when connection is interrupted)
If you disconnect post MM game via console/menu, it will now correctly remove you from MM queue
cl_predict_items now defaults to 0
Matchmaking
Full MM ladder now shown
Added drop in/out for casual modes
Match history now can be filtered by player
Doubles earns 15 CP, CTF earns 20 CP
Losers now receive 20% CP reward
added matchhistoryraw/ for importing to your own
Source
Changelog.gg summarizes and formats this update. How we read updates.
