Full notes
Full Zombie Panic! Source update
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Repeated intro
Hello everyone! Today we're finally bringing some quality-of-life changes focused on game performance, UI/UX improvements when using inoculators, player movement & game balance adjustements and many bugfixes we would have liked to release sooner. Full details in the list below:
What changed
- Performance
- Fixes
- Server
- Gameplay
- Security
- UI and audio
Changelog
Achievements
Fixed escaped Survivors not earning certain achievements if they started from the beginning.
Administration System
Added "@carriers" pattern to target all Carriers in the server.
Changed name targeting logic to mimic SourceMod's.
Fixed AFK checker being too "aggressive" by kicking"AFK"players way earlier than it should be.
Fixed admin warning count in the chat having an offset.
Steam IDs in ban/warn lists are read and saved as "classic" Steam ID instead of Steam ID 3 for consistency (no need to update the IDs yourself, the game will do that automatically for you).
Angelscript
Fixed "Globals.GetMapCycle" crashing the server with huge mapcycle and maplist files (this by extension also fixes the included Rock The Vote plugin).
Fixed "Globals.OnPlayerConnect" not working.
Characters
Enabled culling on survivors materials.
Reworked first person Lea's hands.
Client
Fixed being able to see players of the opposite team silhouettes through glows.
Entities
Fixed props and "func_physbox" entities not recognizing their owners whenever they were pushed. This fixes both the "teamkill with props" and "kill with props are marked as suicide" problems.
Potential fix for a crash related to the "game_ui" entity (this one is for community maps such as Smash Cannons).
Potential fix for an issue when using a "func_tank" brush entity (this one is for community maps too).
Restored "PVS mode" property on spawn point entities.
Engine
Numerous security and stability improvements.
Updated to the latest public Source SDK 2013 Multiplayer engine.
Game Rules
Fixed Carrier spawning with normal Zombie arms instead of Carrier's (on first spawn only).
Fixed forced infected Survivors not being cured if needed when someone disconnects.
Fixed infinite Carrier roar exploit.
Fixed team selection not curing force infected Survivor.
Fixed team selection treating escaped Survivors as "Zombie skippers".
Fixed "Zombie stacking" glitch.
Potential fix for infection being forced in 1 Survivor VS 0 Zombies situations.
General
Added breakable versions of Half-Life 2 door models.
Minor server code optimization.
Updated contributors list.
Various improvements to loading JSON files. One of them is the ability to see why your JSON file isn't loading properly (missing file, parsing failed due to bad syntax...)
Localization
Potential crash fix for achievements announcement in languages that do not use Latin characters (like Simplified Chinese).
Updated the sentence "you can't grab/use during reload/unload" to remove the "use" part (English and French only).
Maps
[Aquatica] Added some extra ammo at lab spawns at 6 Zombies instead of 7.
[Aquatica] Fixed Zombie spawn timer not scaling to the amount of Zombies.
[Cinema] Fixed an out of bounds ammo entity and broken line of sight spawns.
[Frozenheart] Minor optimizations to the map and its trees.
[Survival Maps] Added a few movable props and fixed couple of lighting issues on Corpsington, Keretti and Silence.
[Town] Fixed a skybox issue.
Player Movement
Slightly adjusted stamina regeneration for Survivors.
Slightly adjusted walking and ducking speeds for both teams.
Slightly adjusted Zombie lunge speed (very barely noticeable).
Server
Fixed a rare crash when killing players with an invalid attacker (thanks SuperConker).
Fixed "impulse 103" cheat not being reset when resetting
Source
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