> > No longer causes the wielder to take increased damage from other sources >
I'm glad that got fixed, i actually reported it through the Bug Report on Team Fortress 2. Awesome work :) On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen <jas...@valvesoftware.com>wrote: > Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: > Source and Half-Life 2: Deathmatch are now available. The specific changes > include: **** > > ** ** > > Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)**** > > - Added a server command line option called "-dumplongticks" which will > generate minidumps when there are long server frames**** > > - Fixed startmovie failing for the raw, tga, jpg, and wav options**** > > - Fixed some HUD messages not displaying properly on widescreen resolutions > **** > > - Updated the localization files for all games**** > > ** ** > > Team Fortress 2**** > > - Fixed Demomen with the Persian Persuader equipped picking up ammo crates > when they're already at full health**** > > - Fixed hatless headgear not removing the player's hat**** > > - Fixed Natascha's bullets preventing Scouts from using Bonk and > Crit-a-Cola**** > > - Fixed teleporter progress being displayed incorrectly after upgrading a > teleporter while it was recharging**** > > - Fixed a rare server crash related to assists**** > > - Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new > value for the cvar**** > > - Purchased items are no longer announced in the chat text**** > > - Reduced the amount of server console output when client commands are out > of sync**** > > - Added the following ConVars for proxy support for replay FTP offloading: > replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host, > and replay_fileserver_offload_proxy_port**** > > - Removed replay_port ConVar (and the need for replay to open a port)**** > > - Updated the matchmaking filtering to speed up searches and reduce the > number of pinged servers**** > > - Updated Pl_Upward**** > > - Fixed ending the game mid-round when mp_timelimit has been reached*** > * > > - Fixed several exploit areas**** > > - Updated Pl_Goldrush**** > > - Stage 1 : Fixed overlapping train track models**** > > - Stage 1 : Fixed terrain seam by red spawn exit **** > > - Stage 1 : Fixed red spawn room door going through ceiling**** > > - Stage 1 : Light fixture on roof structure of red's first spawn > building switched to non-solid **** > > - Stage 2 : Added func_nobuild under bridge that would get teleported > players stuck**** > > - Stage 3 : Added invisible func_brushes above roofs to block blind demo > grenade spam**** > > - Stage 3 : Fixed wood structure by main gate entrance so it doesn't > destroy teleport buildables**** > > - Stage 3 : Added clip brush to top of main gate entrance**** > > - Stage 3 : Extended red's respawn room brushes to enclose entire > interior**** > > - Stage 3 : Added respawn visualizer material to back face of blocker > that prevents red from entering blue's respawn area from the top route**** > > - Updated Items**** > > - Added the Killer Exclusive**** > > - Added the Mask of the Shaman to the droplist and made it craftable*** > * > > - Added the El Jefe to the droplist and made it craftable**** > > - Added two new styles for the Large Luchadore**** > > - Fixed the Industrial Festivizer sometimes turning white**** > > - Updated the shading on the Crusader's Crossbow**** > > - Updated the Magnificent Mongolian texture and made it paintable**** > > - Updated the Carouser's Capotain with an improved appearance**** > > - Updated the Whiskered Gentlemen with an improved appearance**** > > - Updated the particle effects for the Cow Mangler 5000 and the > Righteous Bison**** > > - Updated the Stickybomb Jumper**** > > - Now uses a unique texture and projectile**** > > - No longer causes the wielder to take increased damage from other > sources**** > > ** ** > > Counter-Strike: Source**** > > Cumulative weapon updates**** > > - All weapons now have a new accuracy model which fixes many bugs and > provides more intuitive weapon behavior**** > > - Weapons now have separate accuracy penalties for jumping, landing, and > standing on ladders**** > > - All weapons are now more accurate while crouching**** > > - Accuracy penalties for movement no longer have a discrete threshold, but > scale between crouch move and run speed**** > > - All rifles are less accurate while running**** > > - Fixed bug that caused the glock to fire burst rounds on three consecutive > tick frames. It now fires burst rounds with a 0.05 cycle time**** > > - Fixed a bug that cause the famas to fire burst rounds on uneven intervals > (0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075** > ** > > - Fixed bug for the bolt action sniper rifles that caused their zoom state > to incorrectly toggle when holding down fire**** > > - Fixed bug that would cause the suppressor state on the USP and M4A1 to > not be accounted for correctly when the weapons were dropped with the > suppressor attached and then picked up**** > > - Fixed fast suppressor switch exploit**** > > - Decreased range of shotguns, while slightly increasing damage**** > > - Slightly increased damage of m249**** > > - Sniper rifles now zoom faster**** > > - AWP fire animation changed to match 1.5 second cycle time**** > > - Fixed burst fire prediction of FAMAS**** > > - Fixed animation issue with elite dry fire**** > > - Fixed timing of sounds on Glock burst fire**** > > - Weapon spread patterns are no longer square**** > > - Dynamic crosshair now uses actual weapon accuracy, rather than a separate > simulation**** > > - Increased run speed for Galil and FAMAS**** > > - Increased FAMAS accuracy and reduced spread for burst mode **** > > - Increased accuracy of silenced USP **** > > - Increased accuracy of zoomed sg552**** > > - Cycle time for dual elites increased to .12 second**** > > - Fixed firing of "stale" burst mode bullets on glock and famas**** > > - Fixed reload animation issue with shotguns under high latency**** > > - Fixed bug which allowed a CT to defuse the bomb in the same frame that it > exploded **** > > - Pistols no longer continuously spam weapon_fire event when the +attack > key is pressed. This has the side effect of no longer allowing the glock to > continuously auto-fire in burst mode).**** > > - Weapons no longer continuously cycle the weapon_reload event when the > reload key is pressed**** > > - Weapons no longer continuously cycle the empty fire event (and click) > when out of ammo and the attack button is held**** > > ** ** > > Other bug fixes**** > > - Re-enabled the ability for max grenades to be set from server convars*** > * > > - Allow observing other players when mp_fadetoblack is enabled and > mp_forcecamera is something other than OBS_ALLOW_NONE**** > > - Scoreboard is now more robust with user modified layout changes**** > > - Added defuser icons to CTs on the scoreboard; these are analagous to the > bomb icons for Ts, in that they only are visible for team members and > spectators**** > > - Defuser, bomb, and VIP icons are now colored by team color convar**** > > - Bomb/defuser icons are no longer shown for members of the opposing team > when you are not allowed to spectate them**** > > - Updated player max speed cap so that it no longer limits players to 240 > movement speed**** > > - Allow player max speed to be changed by mods**** > > - Killing friendly players no longer increments the player stat for kills > with enemy weapons**** > > - Round no longer ends when timer runs out and > mp_ignore_round_win_conditions is set**** > > - Players no longer get weapon donation credit for buying, dropping, and > picking up the same weapon**** > > - Fixed crash related to planting C4**** > > - Fixed positioning of hud_targetid; it now is correctly visible in wide > screen aspect ratios and when spectating**** > > - Updated the multiplayer options UI so that it offers more options for > configuring the crosshair**** > > - When dynamic crosshair is disabled, the crosshair is now completely > static**** > > - Fixed a couple of issues with the view offset when dead was fighting with > the observer code**** > > - Fixed a bug where the client would have a ragdoll entity in CS, but > wouldn't have actually created a ragdoll which would give a one frame glitch > in the death camera position setup**** > > - Fixed an exploit where users could disable flashbang audio effects using > alias commands**** > > - Marked the "mat_diffuse" convar as a cheat to protect against exploits** > ** > > - Fixed issue with buying multiple grenades when ammo_*_max were set to > other than the defaults**** > > ** ** > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > >
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