Full notes
Full Zombie Panic! Source update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Fixes
- Events
- Performance
- Compatibility
We're releasing a very small patch today, focused mostly on code cleanup, few UI fixes, supershorty reload animation changes and other bugfixes as usual. Full details below:
Changelog
Angelscript
Added "CBaseEntity@ CZP_Player.GetInfectedBy()" method which returns the entity that infected this player.
Fixed weapons never calling the "OnEntityUsed" forward.
Entities
Fixed "func_clip_vphysics" broken "start disabled" key/value pair.
Fixed weapons never calling the "OnPlayerUse" output.
Events
Added the ability to force disable an event by setting it's CVAR override to a negative value.
Optimized the system in general.
General
Code optimizations in several places.
User Interface
Fixed radio menus always disappearing after 5 seconds (note: the fix is applied only for radio menus created by Angelscript. SourceMod will use it's internal "workaround" to keep the menus displayed more than 5 seconds).
Fixed the annoying "Loading..." dialog taking the entire screen (rare on Windows, frequently on Linux).
Fixed uncloseable radio menus created by Angelscript.
Weapons
[Super Shorty] Changed the starting reload sequence to insert a buckshot straight away.
Source
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