Insurgency updated today to include redesigned Coop and Multiplayer server browser menus, various features for mod support, bug fixes and polish to several maps. Full change list is below:

Jan 29 Hotfix:

We released a small hotfix to resolve the following issues:

Added quick connect button to the coop and multiplayer sections which mimics the old matchmaking behavior.

Fixed bug where you couldn’t fire weapon in water.

Fixed inconsistent playlist styling in the solo menu.

Fixed incorrect ordering of third-party playlists in the solo menu.

Fixed playlist minimum player filter defaulting to 1.

Fixed incorrect game modes appearing in the “custom” playlist.

Features

Redesigned Cooperative and Multiplayer menus:

Filter results displayed as a server browser list



Servers can now be filtered by mod support (sv_pure value) and official status (include/exclude official servers).



Note: quick connect to servers functionality temporarily removed until next patch.

Ragdolls will spawn blood decals on surfaces behind them when shot.

Added “Cold World” support which allows winter maps to emit a cold breath particle from players’ mouths. This may be enabled in a level by toggling the setting on in Map Properties.

Modding Features and Improvements

Hammer:

Fixed crash when using the arrow keys to navigate the model browser.



Automatically transfer focus to map view if previous focus window was also a map view which is consistent with the focus behavior in Valve’s original implementation. This behavior can be reverted in the options menu.

Added outputs to ins_rulesproxy entity:

“OnWaveDeployedTeamOne” – fired when the Security team respawns as the result of a reinforcement wave.



“OnWaveDeployedTeamTwo” – fired when the Insurgent team respawns as the result of a reinforcement wave.



“OnRapidDeploymentTeamOne” – fired when the Security team is reinforced as the result of an objective capture.



“OnRapidDeploymentTeamTwo” – fired when the Insurgent team is reinforced as the result of an objective capture.



“OnRoundReset” is now a string output which contains the name of the gamemode being played.

Added “Destructible Object” entity which can be hooked up to map scripts as alternative destructible objects instead of a weapon cache. The destructible object defaults to a radio which may be shot and has 100 health, but may be configured to be whatever object a modder wants it to be and contain the appropriate amount of health. Here is how a modder would change the object’s visuals in the map script:

“CustomModelPathHealthy” allows for a custom model path (e.g. “models/static_props/ins_radio.mdl”).



“CustomModelPathDestroyed” allows for a custom destroyed model path (e.g. “models/static_props/ins_radio_burned.mdl”).

Added AE_VM_GLOBALSOUND animation event to view models which will trigger sounds to other players on the server. Used for the M1 Garand ping in Day of Infamy.

Renamed “ins_explosion” to “env_explosion_ins” as this is more compatible with the Source round reset system.

Theaters:

Particle precache feature in theaters now works as intended.



Added “rifle_clip” act table for weapons for stripper clip loaded weapons.

Added new Invasion game mode for Day of Infamy.

Added support for bayonets as a weapon attachment upgrade. See Day of Infamy’s implementation for more info.

In addition to “draw_speed” and “holster_speed” modifiers for a weapon upgrade in the theater scripts, we have added “draw_speed_next_weapon” and “holster_speed_prev_weapon” modifiers as well, particularly to support the sling upgrade in Day of Infamy.

Playlist file changes (see example.playlist for examples):

Added “show_passworded_servers” to filters, allows for passworded servers to appear for your playlist in the new server browser.



Added “mod_support” to filters, enables a “mod support” checkbox to filter results by sv_pure status.



Added “localization” block, any localization files defined in here are loaded in the menu, this is deal for localized strings such as playlist name/descriptions, map names and gamemode names.

Fixed tags list not showing up sometimes when uploading a file to Workshop.

Soundscapes will now be added to map uploads on Workshop.

Map images are now located in “materials/vgui/maps”, map images require two versions and will fall back to “materials/vgui/endroundlobby/maps” for backwards compatibility

_large – 1024×512 image used for banners



_small – 256×128 image used for thumbnails

Weapon stock attachments now use a custom stock attachment point on the weapon instead of drawing a line to the foregrip in the Kit UI.

Player animations have been broken up into multiple animation models instead of a single one, so custom player models will need to be recompiled in order for animations to work.

The RPG and AT4 will display correctly in the Kit menu if set to a primary weapon.

Stability Improvements

Merged in some improved DoS protection from Orange Box.

Bug Fixes

Players can no longer plant C4 on walls inside restricted areas.

Fixed particle FX not being affected by fog.

Fixed sprinkler sounds doubling up.

Fixed sv_playlist not working correctly from Workshop mods on dedicated servers. sv_playlist can now be set on the command line and all Workshop playlists will be available to be set manually using the sv_playlist cvar.

Fixed downloading multiple Workshop mods simultaneously at server startup.

Connection failures now return you to the previous menu rather than the news screen.

Gameplay Improvements

Enemy AI in Survival becomes even more challenging as players progress.

Players can now prone in shallow water.

Adjusted the falloff of the prone crawling sound so it’s not as loud.

ANM-14 incendiary grenade now has its own bounce sound instead of using the M67 one.

Shotgun pumping is now more consistent while aiming down sights or hip firing. Equipping a foregrip also increases the speed of the pumping slightly.

Map Changes