[Add]Mod version to DLL init strings
[Add]Level change note to the 'sv_lan' convar
[Add]Support for customizing view recoil settings for scripted weapons
[Add]'sv_selfdamagepenalty' convar to determine whether players should have points deducted for damaging themselves
[Add]'sv_showents' command to dump a list of entities to console
[Add]'buildver' command to print information about the binary
[Add]Model path fixups to reduce memory footprint
[Add]env_caption_token_emitter entity to enable manual emission of close captions and subtitles
[Add]'sv_brush_preview' command to facilitate viewing brush models by model identifier
[Add]Spawnflag to logic_player_branch to allow counting only live players
[Add]Player extinguishing upon death
[Add]FCVAR_SERVER_CAN_EXECUTE to the 'say' and 'say_team' commands
[Add]Anti-griefing countermeasure for npc_turret_floor
[Change]'ch_createairboat' and 'ch_createjeep' commands now place players in vehicles upon spawning them
[Change]point_teleport now supports teleporting clients outside the specified radius
[Change]npc_bullsquid now detect headcrabs more reliably
[Change]Players now become non-solid when on ladders
[Change]env_entity_dissolver now dissolves players properly
[Change]Hid multiple point_viewcontrol enabled warning
[Change]Greatly reduced the chances of players getting teamkilled by vehicles driven by teammates
[Change]Disabled respawning for health vials dropped by NPCs with the 'drop healthkit' spawnflag
[Change]Disabled respawning for healthkits thrown by rebel medics
[Change]Parented trigger_hurt, env_beam and env_laser entities now correctly award points for kills to their holding player
[Change]Entity spawning commands to automatically convert given strings to lowercase
[Change]Players calling for help now have some influence on rebel medics and vortigaunts that are able to charge players' armor
[Change]NPCs under the influence of ai_goal_follow will now timeout and follow another player if the one they are following turns idle
[Change]Integrated code additions for overriding individual NPC weapon proficiencies by Gjsdeath (http://steamcommunity.com/id/gjsdeath)
[Change]Player ragdolls and gibs wil now be ignited if their owning player is on fire at death
[Change]Game description strings now include the mod and hotfix version
[Change]entityflame now calls Extinguish() on all flammable entities
[Change]'motdurl' convar value changes now take effect instantaneously
[Change]Tripmine lasers now ignore friendly NPCs
[Change]Player spawned vehicles will now emit a locked sound when used by a non-owning player
[Change]Integrated scenes.image fallback by TomEdwards (http://developer.valvesoftware.com/wiki/User:TomEdwards)
[Change]Integrated AI perception behavior enhancement by Anzy (http://developer.valvesoftware.com/wiki/User:Anzy), controllable with the 'ai_investigate_sounds' convar or the 'investigatesounds' keyvalue
[Change]Telefragging is now controllable with the 'mp_telefrag' convar
[Change]npc_manhack_weap now prevents collisions with players when not in teamplay (W.I.P.)
[Change]The number of pellet shots for weapon_shotgun and weapon_scripted now follows the value of the 'sk_plr_num_shotgun_pellets' convar
[Change]item_ammo_crate now prevents players standing on top of them denying them from being used
[Change]NPCs now allow overriding their field of view through the 'fovoverride' keyvalue
[Change]Enabled RPG laser toggle sounds
[Change]monster_bigmomma and zombie variants now allow specifying names for child headcrabs through the 'crabname' keyvalue
[Change]Disabled the Mega Gravity Gun picking up vehicles and crane magnets
[Change]Disabled the Gravity Gun punting or pulling props that have players on top of them
[Change]The Gravity Gun now disables punting player occupied vehicles (controllable with the 'physcannon_punt_drivenvehicles' convar)
[Change]Enhanced vortigaunt accuracy against players
[Change]'ent_create' and 'give' commands now call Activate() on spawned entities
[Change]The healer now awards points for healing allies, controllable with the 'mp_healerpoints' convar
[Change]trigger_changelevel now supports delayed level transitions (controllable with the 'sv_levelchange_delay', 'sv_levelchange_percentage' and 'sv_levelchange_message' convars)
[Change]Improved Half-Life 2 campaign MapAdds
[Fix]Players occasionally picking up grenades, S.L.A.M.s or manhacks without ammunition being supplied
[Fix]Crossbow bolt explosion damage being applied twice
[Fix]point_vehiclespawn using incorrect data types
[Fix]'showmapbriefing' command causes crashes when used on dedicated servers
[Fix]Bug #76 (Flag/keyvalue to disable god/notarget in point_viewcontrol)
[Fix]Thrown rollermines teamkilling players and allied NPCs
[Fix]Points being awarded for damaging teammates
[Fix]Partially fixed Bug #80 (FireUnderwater1/2 option doesn't work on scripted weapons)
[Fix]Bug #74 (Jeep does not stop when the driver is killed by gauss deflection)
[Fix]Points being awarded for dropped healerkits being picked up by players on the opposing team
[Fix]Children of held props colliding with the carrying player
[Fix]Bug #22 (func_tank output not firing)
[Fix]Players and NPCs dropping persistent weapons when gibbed while the Mega Gravity Gun is active
[Fix]Bug #83 (point_viewcontrol does not force unscopes when activated)
[Fix]npc_turret_floor not correctly using looping sounds
[Fix]Integrated CAmbientGeneric stop and toggle fix by TomEdwards (http://developer.valvesoftware.com/wiki/User:TomEdwards)
[Fix]Integrated CFuncMoveLinear fix by Quanta (http://developer.valvesoftware.com/wiki/User:Quanta)
[Fix]Bug #29 (Weapons respawn at incorrect locations on certain maps)
[Fix]Bug #30 (Unable to pick up previously submerged dropped ammo)
[Fix]Bug #31 (RPG and Tau cannon ammo bug)
[Fix]Bug #35 (Manhack killing defender crash the game)
[Fix]Partially fixed blood sprays appearing incorrectly when shooting players when not in teamplay mode
[Fix]Bug #73 (Waypoint crash)
[Fix]Bug #89 (Model Exploit)
[Fix]Bug #78 (oc_harvest - Prop and Bucket Glitching)
[Fix]monster_ichthyosaur and npc_ichthyousaur being classified incorrectly
[Fix]Bug #81 (Disable barnacles attacking ichthyosaurs)
[Fix]Target ID not correctly showing the dispositions of NPCs that had their dispositions changed via the SetRelationship input
[Fix]monster_gargantua not cleaning up flame trails properly when deleted
[Fix]Crash related to Mortarsynths
[Fix]Several NULL pointer crashes
[Fix]Crossbow and grapple hook reload sounds not being played on owning clients
[Fix]Issue related to NPC names
[Fix]Blood sprays appearing incorrectly when shooting friendly NPCs
[Fix]Physics environment gravity changes being delayed
[Fix]Bug #38 (Bugs related to player nocollide)
[Fix]Integrated two physics constraint fixes by Bloodykenny (http://developer.valvesoftware.com/wiki/User:Bloodykenny)
[Fix]'phys_swap' command causing floating client-side props
[Fix]Partially fixed Bug #6 (monster_human_assassin regression)
[Fix]Players being unable to spawn if spawn points are obstructed, even if player collisions are disabled
[Fix]Potential crashes due to CBaseEntity pointer caching
[Fix]Player-spawned projectiles colliding with other players when not in teamplay mode
[Fix]Rollermines not awarding points when killed (W.I.P., only works with game_score at this time)
[Fix]Rollermines and turrets spamming invalid ragdolls when grabbed by the Mega Gravity Gun
[Fix]Bug #20 (Inability to unscope during scripted weapon reload)
[Fix]Bug #36 (Ways around telefragging)
[Fix]Bug #39 (Changing game over behaviour in lives mode)
- mp_livesmode: 0 = off, 1 = normal (change to next map on all players dead, 2 = restart map on all players dead
[Fix]Bug #40 ("GiveLivesToDeadPlayers" input for game_lives_manager)
[Fix]Bug #34 (Option to disable npc_zombine pulling grenades)
[Fix]Bug #33 (npc_zombine not accepting custom models)
[Fix]'explode' command not gibbing players
[Fix]Player-spawned vehicles being unable to clear jumps on campaign maps