Full notes
Full Zombie Panic! Source update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone!
What changed
- Maps
- Performance
- Fixes
- Server
- Gameplay
- Events
Today, we're bringing some interesting changes to the game focused heavily on weapon balance tweaks, additional entities for mappers, Angelscript improvements, map adjustments, bug fixes as usual and other miscellaneous fixes. Two maps in question, Harvest and Frozenheart, got some deserved love after all this time.
On Harvest, we're letting Survivors go outside of the house again, some heavy optimization work has been done within the map, we've reverted the capture point objective, and made some other tweaks. On Frozenheart, we updated a group of models that had collision issues and missing LODs (Level of Detail) - improving the performance significantly. You may also notice some of those changes in many popular custom maps that use those props. Full details in the list below:
Changelog
Achievements
Fixed "Grand Theft Auto" (hotwire Zomboeing's truck) being increased twice.
Fixed last client on the server not earning achievements when round ends.
Admin system
Added unauthorized command usage logging to the console for dedicated servers.
Fixed dedicated server crash when going to hibernate after an admin gets self-banned from the warning command.
Angelscript
Added "float Vector.DotProduct(Vector)".
Added "float Vector.VecToYaw()".
Added "int CBasePlayer.GetPoints()".
Added "int CBasePlayer.GetScore()".
Added "Globals.SetAutoBalanceBlocked(bool)" to enable/disable team balancing (will watermark server as Custom)
Added values checks to "void CBaseEntity.SetSize(Vector, Vector)" to prevent a Source engine error from being triggered.
Added "Vector CBaseEntity.GetSize()".
Added "Vector CGameTrace.GetPlaneNormal()".
Added "void CZP_Player.AddPoints(int)".
Added "void OnEntityBreakEx(CBaseEntity@, CBaseEntity@, string)" forward whenever an entity is broken.
Added "Utils.ShowImage(...)"
Added missing "const" to "strTargetName" argument to existing "OnEntityBreak" forward. Update your Angelscript code if you are using this!
Fixed menu item #0 not being signaled to the server.
Fixed "void OnEntityUsed(CZP_Player@, CBaseEntity@)" being called twice.
Entities
Added the ability to control the spawning of event-related weapons (snowball) in "logic_player_manager".
Added "game_image" entity for community mappers.
Fixed "item_deliver" with the "drop on switch" setting enabled not adding weight.
Optimized weapon and "item_deliver" pickup code.
Events
Updated all events CVARs descriptions to match the changes made in the previous update.
FGD
Added "activator only" spawnflag to "env_fade".
Added sphere helper to "info_beacon".
Removed leftovers of CSM (Cascaded Shadow Mapping) from v3.0 era.
Updated descriptions of "trigger_itemreceiver" to be easier to read.
Game Rules
Changed team balancing to no longer happen when Zombies run out of lives (even if they do gain one).
Fixed ammo limiter deleting shotgun shells if only Winchester were spawned. (Thanks n00kie)
Fixed team balancing ignoring player who is trying to join a team.
General
Fixed collisions and smoothing groups for a bunch of prop models.
Fixed "map cameras" (aka "cutscenes"/"point_viewcontrol" for mappers) not resetting players view when round restart/map changes.
Removed some duplicated and unused assets.
Localization
Added French translation for the Angelscript Rock The Vote plugin.
Updated several French, Russian and Simplified Chinese translation strings.
Maps
Corpsington
Improved Zombie spawn timings in several areas.
Frozenheart
Converted several dynamic/physics props models to static ones.
Disabled collisions on a bunch of static props that didn't need them.
Improved chainlink door in generator room (players should no longer get stuck on it while it opens).
Minor performance tweaks and visual improvements.
Moved item receiver trigger on the roof away from Helicopter landing zone.
Moved "objective
Source
Changelog.gg summarizes and formats this update. How we read updates.
