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Copy file name to clipboardexpand all lines: FULL_UPDATED_CHANGELOG.md
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@@ -43,6 +43,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
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* Fixed player weapons still receiving input when starting to use a func_tank (halflife issue [#3345](https://github.com/ValveSoftware/halflife/issues/3345)) (Thanks Oxofemple.)
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* Fixed limit in world weapons (e.g. Hand Grenade) respawning at wrong time if server is near edict limit
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* Disabled fall think function for weapons when the player picks it up to prevent possible double-pickup which removes the weapon and crashes the game
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* Have clients select weapons by ID, rather than by name [#217](https://github.com/SamVanheer/halflife-updated/pull/217) (Thanks Toodles2You)
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### Crowbar
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@@ -85,6 +86,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
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* Fixed incorrect idle time values for RPG fidget animations (halflife issue [#2495](https://github.com/ValveSoftware/halflife/issues/2495))
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* Fixed RPG empty sound playing constantly (halflife issue [#617](https://github.com/ValveSoftware/halflife/issues/617))
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* Fixed RPG sometimes getting stuck unable to reload (halflife issue [#3264](https://github.com/ValveSoftware/halflife/issues/3264)) (Thanks Ronin4862)
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* Fixed RPG being flagged as unusable while a rocket is loaded [#213](https://github.com/SamVanheer/halflife-updated/pull/213) (Thanks Toodles2You)
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### Gauss gun
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@@ -93,6 +95,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
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* Fixed Gauss gun sound not stopping when players are not in the PAS (halflife issue [#3233](https://github.com/ValveSoftware/halflife/issues/3233))
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* Fixed Gauss charge sound not always being reset (halflife issue [#3188](https://github.com/ValveSoftware/halflife/issues/3188))
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* Fixed Gauss gun sometimes settting player uranium ammo to -1 (halflife issue [#3343](https://github.com/ValveSoftware/halflife/issues/3343))
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* Fixed Gauss gun dealing full damage when saving and loading right after starting a charged shot (Thanks Oxofemple.)
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### Egon gun
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* Fixed Hand grenade not playing deploy animation after finishing a throw (halflife issue [#2495](https://github.com/ValveSoftware/halflife/issues/2495))
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* Fixed Hand grenades staying primed when switching away or dropping the weapon (halflife issue [#3251](https://github.com/ValveSoftware/halflife/issues/3251))
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* Fixed hand grenade animations not playing correctly [#209](https://github.com/SamVanheer/halflife-updated/pull/209) (Thanks Toodles2You)
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### Satchel charge
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@@ -184,12 +188,13 @@ Fixes for bugs introduced in beta builds are not included in this list.
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* Show pickup icons in HUD for all weapons (halflife issue [#3137](https://github.com/ValveSoftware/halflife/issues/3137))
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* Fixed picking up weapons that give free/regenerating ammo sometimes showing weapon icon as red (halflife issue [#3250](https://github.com/ValveSoftware/halflife/issues/3250))
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* Fixed crash while parsing command menu with unsupported custom button (halflife issue [#1730](https://github.com/ValveSoftware/halflife/issues/1730))
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* Reset current history icon slot when resetting item history HUD [#223](https://github.com/SamVanheer/halflife-updated/issues/223) (Thanks malortie)
* Fixed m_rawinput changes not taking effect if a new map has started and less time has passed than on any previous map or if weapon prediction is disabled (halflife issue [#3255](https://github.com/ValveSoftware/halflife/issues/3255))
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*Fixed mouse movement during map load affecting initial view angles
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*Mouse movement in the main menu no longer affects in-game view angles when not using raw input
* The player view entity is now restored after loading a save game, which allows trigger_camera entities to work properly if you save while they're active (halflife issue [#3031](https://github.com/ValveSoftware/halflife/issues/3031))
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* Re-implemented view roll (halflife issue [#1544](https://github.com/ValveSoftware/halflife/issues/1544))
@@ -278,6 +283,9 @@ Fixes for bugs introduced in beta builds are not included in this list.
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* Fixed Alien Slave beams staying forever if they exist during a level change (halflife issue [#3104](https://github.com/ValveSoftware/halflife/issues/3104))
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* Fixed cycler_wreckage storing time value in int instead of float
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* Disabled jump sounds while player is frozen (e.g. trigger_camera, trigger_playerfreeze)
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* Fixed out of bounds access in studiomodel renderer bone setup code (halflife issue [#3360](https://github.com/ValveSoftware/halflife/issues/3360))
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* Prevent breakables from spawning multiple items when destroyed by gunfire and explosives at the same time (Thanks Oxofemple.)
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* Added cvar `sv_allowbunnyhopping` to control whether the bunny hopping limiter is enabled (halflife issue [#11](https://github.com/ValveSoftware/halflife/issues/11))
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## Code cleanup
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@@ -417,6 +425,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
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* Added `-flifetime-dse=1` flag to Linux Makefile to disable compiler optimization that removed entity memory zero-initialization, resulting in the game crashing when any entity touches the world [#187](https://github.com/SamVanheer/halflife-updated/issues/187) (Thanks FreeSlave)
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* Set maximum edicts to 2048 in liblist.gam [#181](https://github.com/SamVanheer/halflife-updated/issues/181)
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* Made the Linux version link statically to the C++ runtime to help avoid problems when running mods on older systems (Thanks a1ba and FreeSlave)
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* Copy delta.lst when building client or server to ensure mods have correct delta.lst file (Thanks P38TaKjYzY)
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