[OPERATION WILDFIRE]
? Operation Wildfire is LIVE: http://blog.counter-strike.net/operationwildfire
? Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
? The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
? The Operation Wildfire coin, upgradeable through the completion of challenge missions
? An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
? The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
? The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
? Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
? Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
? Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
? Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://blog.counter-strike.net/reintroducing_nuke
[GAMEPLAY]
? ARMS RACE
? The leader?s glow in Arms Race no longer shows through walls.
? M4A1-Silenced has been added to the rifle section of available Arms Race weapons.
[UI]
? Fixed AWP icon to better represent the weapon?s silhouette.
? The English string ?ALIVE? in the playercount hud element is now a localized token.
? Inventory filter for All Weapons now filters out display items and music kits correctly.
? Inventory sorting by Quality now better groups items within the same quality by their slot.
? Updated the Nuke loading screen icon.
[MISC]
? Fixed particle rain not following the ?in eye? player if you were spectating someone.
? Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.
[SDK]
-[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
? Maps can have multiple radar images based on player height.
? Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
? Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
? Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
? Added an Exploding Barrel entity for use in the Co-op Strike missions.
? func_hostage_rescue entity is now able to be disabled.
? Added a Heavy Phoenix enemy.
? Added item_coop_coin entity that displays how many (of 3) you?ve collected.
? In Co-op Strike mode, bots will no longer try to path through ?blocked? nav areas.
? Bots can be set to ?asleep? in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
? Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
? The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
? prop_door_rotating now blocks nav when closed, locked and unbreakable.
? Fixed an assert in prop_door_rotating where it tried to play a ?locked? activity regardless of it had it when the player used it when locked.
? Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
? Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
? Resurrected the HL2 env_gunfire entity.
? Added two new convars for managing dropped weapons
? weapon_auto_cleanup_time ?If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.?
? weapon_max_before_cleanup ?If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.?
? Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
? Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
? Added env_sprite_clientside entity which is just a clientside sprite (doesn?t use edicts).
[MAPS]
? Nuke
? Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
? Cache:
? Fixed DM spawns
? Improved radar polish
? Improved visual polish
? Added physics to fence in Sun room
? Fixed numerous ?pixel walks?
? Fixed one-way wallbang at mid (thanks TomCS!)
? Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
? Mirage:
? Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
? Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
? Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
? Slight adjustments to Safehouse, Lake, and Shoots
? Operation Wildfire is LIVE: http://blog.counter-strike.net/operationwildfire
? Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
? The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
? The Operation Wildfire coin, upgradeable through the completion of challenge missions
? An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
? The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
? The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
? Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
? Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
? Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
? Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://blog.counter-strike.net/reintroducing_nuke
[GAMEPLAY]
? ARMS RACE
? The leader?s glow in Arms Race no longer shows through walls.
? M4A1-Silenced has been added to the rifle section of available Arms Race weapons.
[UI]
? Fixed AWP icon to better represent the weapon?s silhouette.
? The English string ?ALIVE? in the playercount hud element is now a localized token.
? Inventory filter for All Weapons now filters out display items and music kits correctly.
? Inventory sorting by Quality now better groups items within the same quality by their slot.
? Updated the Nuke loading screen icon.
[MISC]
? Fixed particle rain not following the ?in eye? player if you were spectating someone.
? Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.
[SDK]
-[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
? Maps can have multiple radar images based on player height.
? Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
? Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
? Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
? Added an Exploding Barrel entity for use in the Co-op Strike missions.
? func_hostage_rescue entity is now able to be disabled.
? Added a Heavy Phoenix enemy.
? Added item_coop_coin entity that displays how many (of 3) you?ve collected.
? In Co-op Strike mode, bots will no longer try to path through ?blocked? nav areas.
? Bots can be set to ?asleep? in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
? Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
? The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
? prop_door_rotating now blocks nav when closed, locked and unbreakable.
? Fixed an assert in prop_door_rotating where it tried to play a ?locked? activity regardless of it had it when the player used it when locked.
? Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
? Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
? Resurrected the HL2 env_gunfire entity.
? Added two new convars for managing dropped weapons
? weapon_auto_cleanup_time ?If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.?
? weapon_max_before_cleanup ?If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.?
? Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
? Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
? Added env_sprite_clientside entity which is just a clientside sprite (doesn?t use edicts).
[MAPS]
? Nuke
? Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
? Cache:
? Fixed DM spawns
? Improved radar polish
? Improved visual polish
? Added physics to fence in Sun room
? Fixed numerous ?pixel walks?
? Fixed one-way wallbang at mid (thanks TomCS!)
? Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
? Mirage:
? Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
? Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
? Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
? Slight adjustments to Safehouse, Lake, and Shoots




















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