steam_news
15.10.2012, 23:44
- NEW! Added 7 new versus maps and 3 new survival maps.[br]- NEW! Added support for VAC.[br][br]- When playing versus with automatic map rotation, if playing some map other than the official ones, next map would always be Slumoner. Fixed.[br]- Fixed problem with debris sometimes being lit by distant light even in underground rooms.[br]- Updated localizations for Chinese, Russian, Polish and Czech.[br]- Added support for caching GLSL shaders' binary code under OpenGL via "GL_ARB_get_program_binary" extension. (Currently only works with separated shaders!) [br]- Fixed some cases where (false positive) credentials errors were causing the moddable game to exit.[br]- Fixed SeriousEditor reporting credential errors when user tried to finalize files from list.[br]- Fixed SeriousEditor reporting credential errors when user tried to execute custom script commands.[br]- Fixed a case where 3rd person player model would be left without weapon in hand in some situations.[br]- Devastator projectile can now hit other physical projectiles.[br]- Driver version detection now works under OpenGL. [br]- Update auto-detect GPU info for new and existing cards. [br]- JPG files are now supported as a valid texture file type. [br]- Fixed a very very rare case of crash when printing time/date values (e.g. in load/save menus).[br]- Fixed an enemies remaining without an animation (rendering T-pose) in some very rare cases.[br]- Fixed jetpack sound being heard on entire map.[br]- Fixed errors when getting on or off ladders in network in some cases that didn't manifest on official maps.[br]- Fixed Rockets exploding on launch in some cases if fired while swimming.[br]- Fixed some wrong HUD visuals happening when using combinations of keyboard/mouse and gamepad.[br]- Fixed player banning not working and re-enabled player time ban in voting menu. [br]- Added support for OpenGL "GL_ARB_separate_shader_objects" extension, which speeds up shader compiling under OpenGL.[br]- Fixed fight music sometimes continuing playing when an event script was supposed to induce silence.[br]- Fixed big lens-flares being visible over sniper mask.[br]- Fixed black screen issue under OpenGL when player is hurt. (Mostly appeared on Mac)[br]- Added OpenGL extension for determining amount of video and texture RAM on NV and ATI GPUs. [br]- Fixed some artefacts on Pirate Pete player model.[br]- When no players are alive and have no lives left in a game mode that uses lives, game play will end (in 5 seconds to allow after death score from kills) and map will be restarted. [br]- In case there are no living players anywhere on the world, the first available spectator camera will be selected as best. [br]- Some optimizations in sound playback system.[br]- Light streaks effect quality is now smoother and can be adjusted via new 'efx_iStreaksQuality' cvar. [br]- Fixed black surfaces in some cases when a model with Vegetation shader is instanced. [br]- Further optimizations in multithreaded renderer.[br]- Fixed a rare crash when using C4 in network games.[br]- Various rendering performance optimizations.[br]- Fixed occasional crash at startup of Serious Editor.[br]- Faster texture uploads under Direct3D. Also, if d3d_bMultiThreadedDevice=1, it can upload in separate thread.[br]- Numerous bug fixes for OpenGL rendering.[br]- tex_iSquishCompressionQuality controls DXT compression quality of Squish algorithm; used only when NVIDIA texture tools are not installed[br]- Serious Editor now supports high quality texture compression even in Steam builds. Install NVIDIA texture tools ( http://developer.nvidia.com/content/gpu-accelerated-texture-compression ) to enable this.[br]- Updated fbx import to support blend shape animation. [br]- Fixed bug which caused falling damage when player would climb down the ladder. [br]- Ladders can now be used underwater. [br]- Player can now exit the ladder after climbing down to its base, even if there is no floor below. [br]- Fixed cases where ladders would not work correctly on clients.[br]- Fixed a rare crash that happened some times if client was left in the "you were disconnected" screen for very long time.[br]- Several optimizations in network processing, which lower the CPU load on server and make better use of available bandwidth for clients.[br]- Added steam_bEnableVAC cvar for starting a dedicated server with VAC support. VAC is now enabled by default.[br]- Added a checkbox for filtering VAC unsecured servers in the server list.[br]- Server list now shows an icon for VAC protected servers.[br]- Dedicated server no longer reports errors if XInput is not installed.[br]- Using third person view mode is no longer reported as cheating in versus game modes. [br]- Fixed RConServer handling of cursor offset when pasting text or using home / end keys.[br]- Rcon telnet server now prevents brute force password guessing attacks by limiting number of allowed connection attempts by various criteria.[br]- Fixed a possible crash when processing texts with invalid utf8 sequences.[br]- Fixed cursor navigation in game console in presence of utf8 characters.[br]- Voting info now properly handles player names that have html tags ("", "&") in them.[br]- Fixed a rare bug where level stats of a finished level would be written to a wrong leaderboard.[br]- Gamepad layout menu no longer renders its menu reflection, to improve readability. [br]- Fixed problem with menus glowing all around after returning from the game sometimes when rendering resolution was smaller than screen resolution.[br]- Raw input system now detects XFire and falls back to legacy sytem, because XFire breaks raw input on the system where it is running. [br]- Added warning in split screen menu if XFire is running. (Since without raw input one cannot use multiple keyboards.)[br]- Fixed some rare general multithreading crashes (all platforms).[br]- Fixed several cases of wrong rendering when multi-threaded renderer was enabled: translucent objects, first-person weapon and some other models flashing, morphs not working. [br]- Fixed crash when using multi-threaded rendering in editor and trying to edit a model. [br]- Fixed a possible crash in editor when attempting to edit a non-local script bound to an entity of a world which had previously been closed. [br]- Fixed a crash in script editor when inserting a new object into an empty line in a script by drag and dropping it. [br]- Fixed an issue preventing auto-complete from working if used on the first token in the first line in script editor. [br]- Skeletons (and animation editor) now support three types of bones - bones, joints and null bones. FBX importer automatically uses null and joint bones where needed.[br]- FBX importer now supports importing and exporting polygon maps and morph maps. [br]- Updated FBX importer to handle negative timestamps for animation keyframes. [br]- Added mesh simplification tool (Ctrl+Shift+C) in mesh editor. It can be used to automatically create LODs or generally simplify meshes.[br]- Environment grabber now also temporarly disable rendering of comments, so these are no longer baked inside probe lights. [br]- Door entity can now be set up to ignore distant lights (added "Ignore distant lights" property). [br]- Find entities dialog now has an "Extensive resource search" button. Entities which in any way reference a resource whose file name matches the search expression will be selected. Note that this is very slow and can take a few minutes on production size levels. [br]- Fixed crash when trying to test model without collision geometry for raycast. [br]- Fixed an issue where third person weapon tool would remain visible after switching to hands weapon to show sirian bracelet. [br]- Fixed some rare cases when enemies would behave strangely if player was in water.[br]- Rather than starting with the first spectator camera on the world, the camera closest to a living player is selected. [br]- Spectator camera's current FOV is now kept same when switching between cameras.[br]- Spectator view now uses standerd HUD rendering system to obey all of its settings, scaling, etc.[br]- Players are no longer forced to exit spectator mode during mid-game round countdown. [br]- Fixed various problems for players that were dead during cutscenes (not seeing the CS, spawning on wrong place...)[br]- Players will no longer produce wound sounds and effects if damaged while dead. [br]- A sound is now played when extra life is received.[br]- Added Intel GPUs to auto-detection list. This is just first version, and will possibly need more tweaking. (Intel GPUs are still not officially supported.)[br]- Added new GPUs from nVidia and ATi to auto-detection list. [br]- Fixed OpenGL initialization crashing on drivers that returned invalid values for identification.[br]- Added workaround for wrong report from ATI OpenGL driver about max render target size supported (GL_MAX_RENDERBUFFER_SIZE). [br]- Fixed some rare cases where shadows were rendered wrong due to visibility errors. [br]- Added further optimizations to visibility system for shadows. [br]- Instancing now works even on destruction models.[br]- Fixed a model disappearing too early if it has several meshes with different max distances and/or fading lenghts.[br]- Fixed problem with some models flashing when fading out.[br]- Fixed flashing pyramid in cut-scene in Luxor level.[br]- Fixed occasional junk screen on startup.[br]- Fixed extremely slow updating of font texture when using extended Direct3D device. [br]- Fixed some HDR brightness parameters from one split-screen view being applied to another in some cases.[br]- Highlight shader now renders in correct brightness when HDR output normalization is used. [br]- Loading shaders from disk is now faster.[br]- Some shaders now report errors for some invalid setup combinations, to aid properly configuring them.[br]- Optimized zoom shader so it doesn't render the effect in vain when very weak.[br]- General optimization in CPU usage for per-frame preparations for some shaders.[br]- Several optimisations in mirrors, refractions and water rippler, as well as SSAO, color ramp processing and light-streaks effect.[br]- Added compatibility testing cvar 'efx_bNoColorGrading' which, when enabled, forbid color ramping in post-processing pass. [br]- Radio chat controller now has IsInRadioChat() functoin to determine if a radio chat is currently in progress. [br]- Khnum now adjusts its feet on unlevel ground.[br]- All jetpack parameters are now overridable through zone controller. [br]- Jet pack can now be dynamically added and removed from script using AddJetpack() and RemoveJetpack() macro functions.[br]- Weapons that don't need auto-aiming no longer show the indicator.[br]- Pressing "aim" button when auto-aiming is enabled will lock on target even for weapons that don't have aim-down-sight.[br]- Auto-aim target tracking during aiming is now more robust handling cases such as spiders on ceilings. [br]- Fixed multiple players sometimes being able to attach a sticky bomb to the same entity on the same attachment. [br]- Fixed sticky bombs sometimes failing to lock on attachment in some rare cases.[br]- Puppets can now define custom stretch multiplier for locked on sticky bomb projectiles / attachments. [br]- Fixed possible lockup in spaceship's beam attack.[br]- Fixed cases where enemies using some tactics would never be able to unable to reach their foe. [br]- Tactics without markers now work. [br]- Fixed an issue with enemy kills in beast hunt mode not being counted if achieved via indirect damage (e.g., killing a kamikaze near another enemy, killing them both with kamikaze's blast). [br]- Ramesseum - fixed bug where in Cooperative if some player with picked canister came to fill the car within 3 seconds after other player filled last canister (8/8) script could fail and level could not finish. [br]- Fixed a rare issue where destroying some object would leave another object on top of it floating in the air.[br]- Fixed the spinning view bug that sometimes appeared on OSX.[br]- Updated fbx import-export to sdk version 2013.2. [br]- Updated fbx import-export. Fixes for model mover and unit conversions. [br]- Player sprint state is now canceled when game session is finished (winner or round winner is declared). [br]- It is no longer possible to sprint when carrying MyBurden. [br]- It is no longer possible to sprint underwater. [br]- Fixed a rare crash after respawning a player who was gibbed.[br][br]http://storefront.steampowered.com/v/gfx/apps/41070/capsule_231x87.jpg (http://store.steampowered.com/app/41070/) [br] [br] Дальше... (http://store.steampowered.com/news/9082/)