Update full changelog

This commit is contained in:
Sam V 2023-11-12 18:56:24 +01:00
parent b9541fdef7
commit 81e2948e83

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@ -43,7 +43,6 @@ Fixes for bugs introduced in beta builds are not included in this list.
* 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.)
* Fixed limit in world weapons (e.g. Hand Grenade) respawning at wrong time if server is near edict limit
* 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
* Have clients select weapons by ID, rather than by name [#217](https://github.com/SamVanheer/halflife-updated/pull/217) (Thanks Toodles2You)
### Crowbar
@ -87,6 +86,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
* Fixed RPG empty sound playing constantly (halflife issue [#617](https://github.com/ValveSoftware/halflife/issues/617))
* Fixed RPG sometimes getting stuck unable to reload (halflife issue [#3264](https://github.com/ValveSoftware/halflife/issues/3264)) (Thanks Ronin4862)
* Fixed RPG being flagged as unusable while a rocket is loaded [#213](https://github.com/SamVanheer/halflife-updated/pull/213) (Thanks Toodles2You)
* Fixed RPG laser turning on when reloading immediately after equipping the weapon
### Gauss gun
@ -145,6 +145,8 @@ Fixes for bugs introduced in beta builds are not included in this list.
* Added missing monster state name to ReportAIState (halflife issue [#3220](https://github.com/ValveSoftware/halflife/issues/3220)) (Thanks Shepard)
* Fixed being able to break scripted_sequence by +using friendly NPCs to make them follow player [#200](https://github.com/SamVanheer/halflife-updated/issues/200) (Thanks Oxofemple. for reporting this and FreeSlave for finding the solution)
* Fixed potential incorrect facing in scripted sequence (Thanks FreeSlave)
* Fixed crash when +USEing NPCs that have just exited a scripted sequence (Thanks malortie)
* Fixed talk monsters resetting other talk monsters' dying schedule if they are both killed at the same time (Thanks FreeSlave)
### Specific NPCs
@ -154,6 +156,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
* Fixed Gargantua stomp attack being framerate-dependent (halflife issue [#2876](https://github.com/ValveSoftware/halflife/issues/2876))
* Fixed Snark movetype being changed unconditionally (halflife issue [#3175](https://github.com/ValveSoftware/halflife/issues/3175))
* Fixed Human Grunt checking enemy incorrectly in CheckMeleeAttack1 (halflife issue [#3176](https://github.com/ValveSoftware/halflife/issues/3176))
* Fixed Human Grunts continuing to fire for a few seconds after killing the last enemy in an area [Opposing Force Updated #100](https://github.com/SamVanheer/halflife-op4-updated/issues/100) (Thanks Ronin4862 and malortie)
* Fixed Hornets crashing the game if they hit you after a level transition (halflife issue [#1598](https://github.com/ValveSoftware/halflife/pull/1598))
* Fixed Osprey not interpolating (halflife issue [#3228](https://github.com/ValveSoftware/halflife/issues/3228)) (Thanks Hezus)
* Fixed Osprey crashing if it has no valid target (halflife issue [#3259](https://github.com/ValveSoftware/halflife/issues/3259))
@ -286,6 +289,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
* Fixed out of bounds access in studiomodel renderer bone setup code (halflife issue [#3360](https://github.com/ValveSoftware/halflife/issues/3360))
* Prevent breakables from spawning multiple items when destroyed by gunfire and explosives at the same time (Thanks Oxofemple.)
* Added cvar `sv_allowbunnyhopping` to control whether the bunny hopping limiter is enabled (halflife issue [#11](https://github.com/ValveSoftware/halflife/issues/11))
* Added `sv_load_all_maps` & `sv_stop_loading_all_maps` to help automate node graph generation
## Code cleanup
@ -357,6 +361,7 @@ Fixes for bugs introduced in beta builds are not included in this list.
* Removed useless try-catch statement in command menu parsing code [#64](https://github.com/SamVanheer/halflife-updated/issues/64)
* Reworked some uses of platform-specific code to be cross-platform [#59](https://github.com/SamVanheer/halflife-updated/issues/59)
* Save FIELD_BOOLEAN as byte array [#65](https://github.com/SamVanheer/halflife-updated/issues/65)
* Fixed save game system not saving arrays of EHANDLEs if the first half of the array contains null handles (mainly affected Nihilanth's spheres) [#224](https://github.com/SamVanheer/halflife-updated/issues/224) (Thanks Ronin4862)
* Reworked operator new and delete overloads to allocate memory directly [#71](https://github.com/SamVanheer/halflife-updated/issues/71)
* Removed identical line in conditional statement [#75](https://github.com/SamVanheer/halflife-updated/pull/75) (Thanks malortie)
* Removed unused files (Thanks malortie):