Update - 17 August 2010

Apr 19, 2009
4,460
1,722
* Added server ConVar "sv_max_usercmd_future_ticks" which prevents clients from running usercmds too far in the future.
* Added missing Mac intro movie for cp_coldfront.
* Fixed "Hit '%disguiseteam%' to Toggle Team" string and code so they're not hard coded to 'e' and '-'.
* Fixed servers trying to validate backpack positions in inventories.
* Fixed clients validating inventories other than their own.
* Fixed item selection HUD elements showing un-acknowledged items, which resulted in items in invalid backpack positions.
* Fixed players not always getting "recent damager" credit for player suicides.
* Fixed the weapon selection menu not displaying properly when using hud_fastswitch and lastinv at the same time.
* Updated Engineer startup music.
* Updated localization files.
* Updated Pl_ThunderMountain
o Clipped off sticky outcrops for smoother movement
o Clipped various exploit ledges
o Increased environment ambient exterior light level
o Stage 1
+ Fixed hole in respawn room brushes in RED spawn
+ Shifted respawn times to favor BLU by two seconds
o Stage 3
+ Clipped rocks off by BLU's spawn exit that leads to building B (allowed Snipers to snipe the entire area)
+ Removed embedded displacement (building B interior roof)
+ Removed rogue clip brush from building A balcony
* Updated Plr_Hightower
o Fixed players building in the RED spawn room.
o Fixed players building on the back window decks of the barns.
o Fixed players getting on the satellite dish platform.
o Fixed players building on the elevators.
o Reduced the ammo packs in the barns down to small ammo packs.
o Increased the hill speed modifier to 1.2 (up from .95)
o Fixed explosion particle effects playing in the skybox.
o Mine cart "window" collision fixed.
o Upped Scout-loop health to large.
* Updated Pl_Upward
o Fixed respawnroom entities not reaching the floor of split-level spawns
o Fixed griefable fence facing BLU spawn near RED base
o Added BLU high flanking route at RED base
o Added health & ammo along BLU flanking route at RED base
o Sealed BLU base left exit with block bullets brushes
o Extended clip between C and BLU spawn to prevent sticky jump spawn camping
o Fixed non-clipped non-solid railing in RED base
o Fixed kill brush in middle spawn not extending to the ceiling
o Put a block bullets brush on grate below middle spawn
o Fixed some high micro-ledges accessible to sticky-jumpers
* Community Request
o Added "item_pickup" game event for ammo/health packs.
 

Jack Riguel

L10: Glamorous Member
Jul 19, 2009
721
254
What's the item_pickup game event? Are we getting a chat announcement every time someone runs over a health pack?
 
Sep 1, 2009
573
323
[Player name here] Has picked up a Large health pack! Restoring 100% of their health!
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Don't forget the general source engine changes! Emphasis added.
  • The mat_hdr_level, r_rootlod, and r_waterforceexpensive settings are now saved in the user’s config file.
  • Fixed clients being able to connect to servers with spoofed SteamIDs.
  • Fixed a bug where some video configurations could get reset by restarting the engine.
  • Fixed materials compiled into a map not being loaded correctly if they're in the root materials folder.
  • Fixed a case of uneven performance on multicore machines.
  • Fixed point contents not respecting detail brushes. This fixes a bullet penetration bug in some community maps.
  • Fixed clients being able to spam servers using the ai_set_move_height_epsilon, mission_show, and sv_querycache_stats commands.
  • Audio fixes:
    • Reduced overlap in the sound timing code.
    • Fixed a case where audio could skip.
    • Fixed voice communication getting corrupted while playing on a Mac.
  • sv_pure 2 now protects the game_sounds files in the scripts directory.
 

Algebraic

L1: Registered
Jul 18, 2010
34
2
Added "item_pickup" game event for ammo/health packs.

I just read somewhere that it was for mapping..to trigger an event on healthkit/ammo pickup...is this true?