>
> 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****
>
> ** **
>
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