Stunstick new ability: can hack robotics (turrets, manhacks, scanners, etc.)
Scanners receive a new ability. Flash!
Zombies unaffected.
Gordon now has grabbity gloves when unarmed.
Double-tap drop weapon (subject to change) while unarmed to grab weapons/items from a distance.
Custom weapon scripts have been-re-written in this upcoming update.
Custom weapon scripts support your basic shotgun, autoshotgun, semi auto, burst and single shot weapons
Lasers/Entity throwers is NOT SUPPORTED yet.
current supported elements:
Adjust
Ironsight
Muzzlelight
HasOwnArms
CustomActivities
MagazineDrop
Bullet
Recoil
Spread
NPC
Once all the bugs has been squished, the first wave would be released
Mapadd implementation is now in the game.
currently supported mapadd elements:
instant_trig (with traceboxes so you can actually see)
removeentity
spawning props
spawning npcs
instant_trig_run
physgun for building (wip)
location getter
entity block runners
mapadd is built for portability in mind
so yes, you can actually port mapadds from smod to bsmod (however there is small changes you need to make which will be documented)






these are the new mapadd trigger radius'

Can be seen with cvar sm_mapadd_show_triggerbounds
for debugging purposes.
in the mapadd script:
"instant_trig"
{
"keyvalues"
{
"timer" "0.1"
"label" "bsmod_stuffs"
"color" "0 255 0"
}
}
under Keyvalues, add "Color" "R G B" to set your own trigger bounds colour.
-Kar98k NPC accuracy fixed
-sm_npc_disarm_chance added
-MP5 ironsight animation fixed, but its still not aligned properly
-Equipped stunstick now damages the player if he's underwater
-npc_floor_turret can now be destroyed on taking too much damage
-Gordon Kick physics reverted back
-Moved gordon kick hit-trace slightly lower of crosshair
like in smod
-Zombie torso now leak blood everywhere they go
-Added new sound for zombie transform
-Shoved into wall stun-lock no longer a thing(edited)
-Tons of mapadd fixes
-More mapadd fixes
-Glorious airboat kick
-Weapons dropped no longer refills magazines
-Gave Pistol animations to combine, AR2/Shotgun to metrocops
-Improved gordon kick detection
-Cleaned up zombie conversion code
-NPCs will drop their weapons before converting into a zombie now (should have done this long ago)
-Lots of zombie conversion fixes
First Episode 2 mapadd:
-Touched up npc_headcrabs ability to convert other NPC's into zombies.
Classic headcrab will turn NPC's into zombies, or zombine if the npc is a npc_combine_s.
Fast headcrabs will make fast zombies.
Black (poison) Headcrabs can pounce on enemies and pin them down. Think hunter from L4D.
You can save your allies during these conversions by killing the headcrab.
If your friend has been converted into a zombie, make sure to kill the headcrab. They work just like regular zombies, killing the body releases the headcrab, letting it find a new victim.
(animations subject to change)
-Rollermines can be hacked by stunstick
-Added customisable npc damage for custom weapon script
-If undefined, NPC will do 85% of player damage
-Added these to skill.cfg:

-Added spawn for: npc_antlion_worker
: npc_antlionguardian
: npc_combine_e
: npc_combine_p
: npc_combine_sg
-Released zombie dead crabs are now server ragdolls
-Mapadd/Hammer ragdolls can now be gibbed/bleed
-Zombie Torso and Legs can now be gibbed
-Zombie Torso will get booted away when kicked
-Lots of mapadd fixes
-Fixed Cremator and Combine Guard hull
-Fixed Shotgun holstering still being attached to hands
-Fixed Alyx unable to use Alyxgun after holstering
-New Alyxgun sounds
-Improved Zombie Torso blood leak
-Removed redundant metropolice weapon draw (unless there is a pistol)
-Improved ragdoll blood staining
-Reduced Gib Cloud Duration to 4 seconds from 10, but also increased Cloud Count from 3 to 8
-Improved shoved into wall detection
-Added effects when shoved into wall