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Reduced health of Antlion Guard enemies: 1000 HP -> 300 HP.
Added command for reducing flashing from the Gravity Gun launch effect (hl2_bReduceGravityGunFlash command).
Antlion and Antlion Guard enemies now consist mostly out of flesh rather than bones.
ModelHolder2 entities can now be damaged with the Gravity Gun.
But MovingBrush entities with infinite health, on the other hand, not so much anymore.
Added warning about the physics simulation in multiplayer.
Disabled suit zoom and flashlight functionality without the HEV suit.
Heavily optimized handling of entities with realistic physics.
So much so that certain maps can handle even 100 simulation iterations per tick now (overkill, definitely not recommended).
Added flares to items for better visibility, like in Serious Sam (hl2_bItemFlares command).
Added option for disabling realistic physics for local items per player (when someone picks up an item and it disappears for them but still stays for everyone else).
Increased use range for Switch entities: 2m -> 3m.
Allowed physics objects to be flung when released from the Gravity Gun during player movement instead of resetting all velocity.
Added bullet impact sounds from shooting any ModelHolder2 entity with destruction and any non-fleshy enemy.
Restored old jumping physics while moving downwards on sloped surfaces.
Attached Gravity Gun's launch beam to the hit entity to prevent it from floating in the air.
Restored old logic for replacing surfaces of specific textures on brushes by adding a new option that forces these replacements on non-default surfaces (such as Sand and Grass).
This was intentionally done this way pre-0.8 to handle cases such as levels from some POANL mods that implement new metal surface type by replacing particles and sounds of the snow surface.
Allowed respawning items to be physical with custom logic that prevents these items from being misplaced too much.
Made Gravity Gun drop any held objects if they are not directly in front of it for longer than one second.
Made physics objects orient themselves properly while floating on water instead of acting like they are in zero gravity.
Reworked screen shaking from explosions and added more sources for them.
Allowed multiplying explosion shake intensity with hl2_fExplosionShakeIntensity shell command.
Added more commands to the mod config under Options -> Advanced Options in-game.
Fixes
Fixed Antlion enemies using Boneman projectiles (regression since b0.8).
Fixed kinematic physics objects sometimes breaking with invalid positions.
Fixed Scientist enemies setting themselves to a specific type when replacing BigHead enemies with "Saint" or "Zombie" types.
Fixed rotation jitter during rendering of entities with realistic physics at unusual angles.
Fixed weird physics when spawning physics objects on moving brushes and then taking them off those brushes.
Fixed broken physics objects on Bouncer entities if their brushes are too flat, just like with MovingBrush entities.
Fixed crazy third person camera angles when targeting nearby entities with the Gravity Gun.
Fixed the impassable spike room in Valley of the Jaguar due to the new physics properties of the player entity (and possibly some other places with applied sector force).