Features:
- Editor is now available for use!
- g_showHUD implemented. Defaults to 1, set this to 0 to hide the HUD.
- Fixed a rare crash that could happen when you click an option on the Team Select menu.
- Removed the CHEAT flag from the g_respawnTime and g_spawnInvulnerabilityTime CVars, so dedicated server admins can change them.
- Fixed g_friendlyFireEnable not turning off friendly fire when set to 0.
- Using a better method to stop movement while a UI has input exclusivity. This cleanly stops you from moving/turning etc. when chat or the in-game menu comes up.
- Fixed weapons not always showing up for other players, specifically if they do not ever change their weapon across lives.
- Fixed the death scoreboard getting stuck on the screen until you pressed TAB if you chase cammed someone who was dead, then switched to someone who was alive.
- Bumped cl_packetRate and sv_packetRate from 30 to 40, to match net_packetsendrate. This should hopefully alleviate some of the choppy-ness in player prediction.
- Fixed a crash when you change weapons very rapidly then immediately go into spectator and chase someone.
- Bumped MAX_PENDING_SNAPSHOTS from 40 to 80 to better handle a burst of moves coming in at once, and avoiding jerkyness in the event it runs out of room and has to snap.
- Fixed time dilation on remote clients not being clamped. This speeds up remote players when there are too many moves to process and slows them down when there are too few, to avoid lagging and jitterying respectively. When running at a VERY high network framerate or after receiving a VERY large burst of packet updates this could cause other players to appear to freeze in the air for a second.
- Forcing the player prediction code to use precise floating-point behavior since it's working with very tiny slices of time and could use it.
- Fixed several crashes when you startup or play the game and sound fails to initialize.
- Fixed a crash when chaos mode is enabled on a mutator group but that group has no mutators enabled.
- Increased the time out for a context change when connecting to a dedicated server from 10 seconds to 30. Typically only takes a dedicated server ~1 second to load a map, but if the server is bogged down this will reduce the chance of being kicked off.
- Fixed bots not being pushed by jump pads after the recent prediction improvements
- Numerous network optimizations made to context establishment, which will speed up connecting to servers a little bit.










