[pull] master from SirPlease:master#132
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PencilMario merged 22 commits intoPencilMario:masterfrom May 7, 2026
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Sometime Tank could spawn under the seating large area after final starts on C2M5
* Update l4d2_hittable_control * Minor clear up fix * Fix hittable damage applied on other source
* April 2026 Map Update ### All Maps * Removed weapon skin enabler script * Removed or reverted various nuisance physics props back to non-solid * Barrels * Trash cans * Wooden Sawhorse * Utility cart * Small green filing cabinet ### Dead Center #### Map 1 * Adjusted placement of weapon spawns in the first hallway * Fixed an issue where infected could remove an exploit blocker by breaking a door, it is now removed when survivors hit a trigger * Blocked a stuck-warp spot on a pile of luggage after the elevator * Re-worked the props by the end saferoom * Blocked survivors reaching some unintended areas in the dining hall * Improved the glow on the button for the elevator holdout event #### Map 2 * Replaced a hedge prop to get on a highway sign with a ladder * Blocked an out of bounds spot at the back of the highway * Blocked an out of bounds spot stuck spot behind the gun store / end saferoom * Replaced boxes to jump on a platform before the overpass with a traffic barrel * Disabled alarm cars by the end saferoom #### Map 3 * Re-worked logic for event paths, route is now set on map start to prevent issues with boss spawns * Removed pill spawns in the Just For Kidz store * Fixed an incorrectly opening / closing door int he Just For Kidz store * Restored the lower path pill cabinet to it's original position * Moved the ammo pile on the lower route from the boxes onto the stairwell * Improved clipping on the tall shelves by the saferoom * Fixed the doors to start the event opening slowly * Removed the fence cover outside the saferoom * Adjusted shelf by the second set of escalators behind the collapsed gate * Replaced shelves on the far side of the second set of escalators with boxes * Removed the additional shelves after the second set of escalators * Added a kiosk by the shutters after the second set of escalators * Re-worked the props in the side area before the offices (Reverted to ProMod) * Added an additional kiosk on the lower floor of the end saferoom area * Adjusted a shelf before the final escalator * Re-worked the modified escalator route to the end saferoom (Reverted to ProMod) #### Map 4 * Fixed a gascan blocker clip in the back corner * Fixed railing prop not moving with the elevator (Already applied in Zonemod) ### Dark Carnival #### Map 1 * Added a ledge for infected to jump / stand on the interstate sign outside the saferoom * Restored the door under highway sign by the motel to its original closed state * Blocked LOS under floating AC vents on the motel cafeteria roof to prevent spawn blocks * Added clipping to all police car lights to prevent getting stuck * Added a ledge for infected to climb on top of a tree by the highway before the one way drop * Adjusted roof trim on the motel roof before the drop * Removed the infected ladder to get on the motel roof closest to the one way drop * Adjusted the two added bushes before the one way drop * Replaced the bus at the top of the hill by the end saferoom with a van #### Map 2 * Filled in the gap on the added saferoom roof props and improved clipping on the pipes * Blocked standing on the yellow tent by the saferoom * Removed the leaning concrete block by the warehouse entrance * Removed item spawns in the previously fenced-off area before the ramp * Blocked standing on the ride signs in Kiddyland * Blocked LOS under the fences on the monorail track to prevent spawn blocks * Blocked survivors being able to stand on the telephone pole by the ladder * Removed the added hedge on the stairs by the end saferoom #### Map 3 * Moved the ammo pile in the tunnel of love to the second set of rooms * Blocked surviors from standing on the electrical box and infected ladder in the swan room * Fixed a sliding stuck spot by the console in the swan room * Removed the extra railing in the end saferoom #### Map 4 * Moved ammo pile into the bumper cars area * Removed the extra railing in the saferoom * Adjusted infected ladders by the starting saferoom * Adjusted clips on the hedges by the barn exit * Adjusted clips on the shrub walls by the barn drop * Blocked standing on a fence near the barn drop * Re-added window to the building before the barn entrance * Replaced plywood on balcony with a vending machine * Added clipping on the fence at the top of the stairs by the event to prevent getting stuck on it ### Swamp Fever #### Map 2 * Removed additional bushes between some trees with invisible walls #### Map 3 * Solidified 2 barrels outside saferoom (regardless of global_filters removing them) * Block a perma-stuck spot behind a shrub wall near the first fire barrel (By altair-sossai, already applied in Zonemod) * Removed solid trash bags at the event * Replaced tractor by the end saferoom with a shrub wall ### Hard Rain #### Maps 1 & 4 * Improved collisions on the SUV by the sugarmill saferoom * Added a box under the treehouse * Removed the boxes outside the sugarmill saferoom * Replaced the TLS infected ladder on the raised house with a better one * Improved clipping to prevent weapons being lost on the docks * (Map 4) Blocked nav on the blocked door at the house drop to prevent AI getting stuck trying to path through it * Removed non-static traffic barrels by the sugarmill saferoom * Replaced chimney on roof with AC unit (Reverted to ProMod) ### Maps 2 & 3 * (Map 3) Moved elevator trigger to prevent easily escaping from the elevator (Already applied in Zonemod) * Removed the additional porta potty from the construction site * Fixed a perma-stuck spot and unintended skip caused by some exploit blockers at the fallen silos * Added an infected ladder to prevent a perma-stuck spot behind the fence by the silos ### The Parish #### Map 1 * Improved exploit blocker on a fence by the saferoom #### Map 2 * Changed a hedge by the restrooms in the park to a smaller one #### Map 3 * Removed all oil barrel props on the map * Blocked survivors from standing on the large dumpster by the stairs before the bus drop * Adjusted infected ladders on the green fences before the sewers * Adjusted an infected ladder by the sewer drop * Re-worked the props around the sewer drop (reverted to ProMod) * Made the pipe survivors can stand on at the sewer ladder choke higher up * Removed the fences at the top of the sewer ladder * Removed the extra wall by the bridge drop * Added visual indication of the infected ladder on the shack after the bridge * Removed the extra path blockers in the cemetery (reverted back to default pathing) ### The Passing #### Map 1 * Added clipping on window frames throughout the map to make jumping onto them easier * Adjusted boxes by the bus at the bottom of the ramp * Replaced bus by the end saferoom with a van #### Map 2 * Removed the alternate path by the fire escape chokepoint * Adjusted blocker on the signs in the pool room * Removed non-static traffic barrels * Removed trash bags on the fire escape in the corner * Adjusted blocker on the AC vent before the Jazz Club * Blocked an AC vent above the bus stop * Blocked standing on the barricade by the bus stop * Removed one of the breakable walls in the side room on the left before the sewer ### The Sacrifice #### Map 1 * Removed an added infected ladder to climb on a boat in the tank fight area that could block survivors * Removed some redundant entities for thesaccing.vpk support #### Map 2 * Added clipping to some trees after the saferoom * Removed the pipes in the water after the saferoom * Added a cargo container by the silo after the saferoom * Restored the hittable car on the right-side path after the car shop * Removed some redundant entities for thesaccing.vpk support ### Crash Course #### Map 1 * Restored 1 hittable dumpster by the saferoom #### Map 2 * Restored all hittable dumpsters * Restored 1 hittable car by the saferoom ### Death Toll #### Map 1 * Improved clipping on the wall at the end of the tunnel #### Map 2 * Blocked standing on the bridge supports by the event * Removed file cabinets on the ground by the end saferoom #### Map 3 * Reverted the gravestones to being breakable #### Map 4 * Blocked standing on a truck after the florist shop ### Dear Air #### Map 5 * Blocked survivors from standing on a sky bridge ### Blood Harvest #### Map 5 * Blocked an out of bounds stuck spot in the cliffs behind the saferoom ### Cold Stream #### Map 2 * Blocked a stuck spot behind the barricade below the static tank spawn ### The Last Stand #### Map 1 * Removed the sounds / dialogue from the plane crash at the start of the map #### Map 2 * Added an ammo pile on the beach * Update c10m4_mainstreet.cfg Added clipping to sleeping bags in the florist shop
* remove duplicated foldingchair.mdl match remove duplicated foldingchair.mdl match * Update c8m3_sewers.cfg c8m3_sewers remove duplicate add on clip removal section * Update c2m3_coaster.cfg remove extra space inside the mins line attribute * c2m3_coaster.cfg remove extra space inside the mins line attribute * Update c2m3_coaster.cfg remove extra space inside the mins line attribute * Update l4d2_city17_05.cfg remove extra space inside the attribute comment section * Update l4d2_diescraper4_top_361.cfg removed extra spacing between key value * Update l4d2_ff01_woods.cfg removed extra spacing between key value * Update l4d2_ff03_highway.cfg removed extra spacing between key value * Update global_filters.cfg remove duplicated foldingchair.mdl match * Update global_filters.cfg remove duplicated foldingchair.mdl match * Update dcr_m4_atrium.cfg * Update l4d2_city17_02.cfg * Update l4d2_city17_03.cfg * Update l4d2_diescraper4_top_361.cfg fix origin attribute
Figured I'd look through all the files, looked for whitespaces, duplicate entries. Will do a larger sweep on the other configs as there's way more in those.
Follow up on 579c770
Replaces the old approach with an improved version that runs automatically on map changes, so no additional plugin code is needed. Plugin source: https://github.com/Target5150/MoYu_Server_Stupid_Plugins/tree/master/The%20Last%20Stand/l4d2_fix_changelevel Resolves #921, closes #943.
Figured I might as well grab the latest version (no meaningful changes) considering I would've had to recompile for the l4d2_fix_changelevel change anyway.
- Get rid of l4d2_changelevel code. - Change ServerCommand to ForceChangeLevel.
As pointed out by @blueblur0730 in #928 , the latest left4dhooks ships a SurvivorCharacter_* enum that overlaps with l4d2util's. They serve different purposes, so I've prefixed l4d2util's version to L4D2Util_SurvivorCharacter_* rather than replacing it (eventually we could probably replace l4d2util's approach in favor of left4dhooks) I've also gone ahead and fixed archived plugins that rely on this. Note for plugin authors: if you rely on SurvivorCharacter_* from l4d2util, update to the L4D2Util_ prefix.
Closes #912 Compiled against latest version of the master branch. Linux compiled against Ubuntu 22.04
Update checkout to a Node.js 24 runner (we don't use git credentials so no point in v6) Replaced 1.13 latest check to a known last working version to compile against (for now, got tired of big red X and the spam e-mails)
Fixes #907 Fixes an annoying issue affecting Windows setups that would cause plugins loaded after confoglcompmod to stick to their default plugin values.
* Update global_filters.cfg Change `models/props_interiors/furniture_chair03a.mdl` to debris * c2m2 block end saferoom skip Block skip to jump up to the fence by the carousel from below after clearing the event * c5m3 clipping Added clipping on dryers by the shack to prevent getting stuck * c7m2 filing cabinet Remove leaning filing cabinet in the car shop * Haybale debris Make haybale physics props (Blood Harvest) debris * c5m3 rooftop block Block section of rooftop by the shack survivors can stand on
Actually resolves #921
General: - Fixed players sometimes receiving strings in the wrong language. - Converted `Format` to `strcopy` for literal strings and `FormatEx` (where safe) for optimization sake. Boss Percent: - Replaced FakeClientCommand's `say` command on the client with a direct `sm_current`. - I'm leaving the Footer info in the language of the server, as the readyup menu doesn't build the menu content per client, may revisit in the future when modifying readyup. Match Vote: - The pop-ups will still render in the language of the server, initially I tried intercepting them through UserMessage but then I realized it's set on the netvars of g_Votecontroller, would require a lot of work for something minimal. Skill Detect: - Use translations inside the phrases file directly rather than use helper functions to hardcode them based on the current global translation target. - Not sure why we'd end up with 1 bhop streaks printing, but I'll leave it.
Sorta.
fix missing colon
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