– Operation Wildfire is LIVE — 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).
[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