When entities are "attached" to other entities, align their angles (extractors/harvesters/commandstations/hives)
Added visible lerk spikes and setting orientation of spikes according to velocity (still needs work)
Hooked up gorge spit and spray player animations
Fixed bug where with empty rifle, armory ammo went directly into the gun without having to reload it
Fixed bug where vertical bars on rifle display showed total number of bullets, including clip and reserves, instead of just reserves
Added simple bots into NS2 ("addbot", "removebot"). You'll need team join entities in your map for them to join teams (they'll randomly move around and hit them!).
Fixed bug where chat text goes away when dying/respawning)
Added squad support (squad "blobs" draw to show nearby players in a squad)
Increased rate of fire on rifle secondary butt
New footstep sounds for marines and skulks
Adjusted Skulk 3rd person wall walking behavior (now the skulk model is attached to the wall)
Gorge can now help build
Different build sounds for alien structures, depending if they're auto-building or if Gorge is building
Fixed spikes script error when other players fire spikes near you
Tons of mega balance changes. Affects resource generation rate, player health, etc.
Updated rifle to have rate of fire and damage identical to NS1 (clip size 50, damage 10, rate of fire adjusted to empty clip in ~3 seconds)
Added innate alien regeneration, ala NS1 (2% per 2 seconds)
Fixed jittery Drifters when building
New Drifter "flare" ability which acts kind of like a flashbang (requires research)
Fixed problem where when morphing a drifter into a structure, your selection didn't change to structure
Added basic order-giving to marines and squads
Added "Low health" warning screen effect
Fixed missing grenade explosion
Added creepy "you are dead" soundscape
Fixed bug with Commander HUD not going away when going to ready room while commanding
All structures have a minimum distance between them
Added commander context-sensitive mouse cursors
Added basic swooping with Lerk (hold duck)
Added basic power point/grid system! Marine structures power down when nearbly node is destroyed. They come back online when repaired by trusty MACs.
Power points affect lights too. Shooting them causes lights to flicker, hurting them a lot causes lights to power cycle ominously and killing them makes the lights go out for a bit, before switching to aux. power and coming back on to limited usage.
Improved number formatting on Commander HUD ("2,000" instead of "2000").
Added flamethrower! Added cool flanging sounds as you spin around it while lit.
Fixed an issue with landing sounds that was causing the skulk to play multiple land sounds after using leap
Fixed bug where team_locations and other invisible entities could block building placement
Fixed problem where harvesters and extractors played their active sounds more than once
Reworked commander minimap generation
Give points for destroying different structres, MACs, Drifters, hydras, power nodes, welding doors, etc.
Only give score when enemy kills unit
Added MAC flavor sounds private to the player +using him
Fixed many commander icons (not perfect yet)
Gorge healing spray now puts out entities on fire
Added special "on fire" flinch animations for alien structures
Fixed room reverbs (they weren't loading in time)
Sentries now require sentry tech to be built. Sentries are now "buy" tech for Commander (cost him plasma, not team carbon).
Implemented all damage types and added test cases (Gas, Biological, Falling, Light, Heavy, Puncture, etc.)
Added quick energy display for selected units
Changed rifle, pistol, shotgun, minigun spread to be just like NS1
Moved emit point back a bit in the GrenadeLauncher to prevent shooting through walls
Added tracers to rifle, pistol, sentry and minigun
Toned down shaking effects for rifle and pistol
Fixed bug where crosshairs weren't quite centered on screen
Updated player health/armor values to be identical to NS1
Added display of armor for selected units
Changed alien structure regen to be 5 points per second (NS1) instead of % based
Any geometry or props in the "CommanderInvisible" group name will not be affect commanders in any way
Fixed problem where gestating aliens couldn't chat, bring up menu, scoreboard, etc.
Precache sounds now fully loads the sound so it doesn't hitch the first time it plays.
Added MAC speed upgrade
Added Lerk "piercing" upgrade
Added basic "transponder" research to infantry portal (allows squad spawning)
Updated egg placement at hives so eggs aren't placed on railings, stalagtites, etc. Now placed on flat ground only.
Added MAC "engagement distance" so they don't interpenetrate structures as they're being built
Added death messages when players kill any structure or player with any weapon or ability
Added support for alt-fire death messages (melee bash, sniper spikes, etc.)
Fixed problem where attack vector lagged behind by one frame (this makes a big difference for feel!)
Added reticle health text for friendly players (so Gorges can be more effective)
Added reticle health text for MACs, Drifters and MASCs
Added "electronic" material type (ricochets, sounds, etc.)
Added Observatory and "scan" ability (placeholder effect)
Added distress beacon, using same data as NS1
Added sound occlusion, so sounds on the other side of walls or objects sound muffled (not for Commander)
Updated melee weapons (bite, axe, gore, swipe) to use capsule trace instead of trace ray (improves marine vs. skulk big-time)
Changed extractors and harvesters to use new "ugprade" model to solve costing issues (you can upgrade them repeatedly to make them function better, only level 1 working currently)
Added slight spread to lerk spikes
Fixed "Start reload, switch and switch back exploit"
Static props are now instanced, we will see the most benefit from this if we can get overall draw calls down more (less models + less lights). Off by default, type "r_instancing true" to enable
Fixed bug where scoreboard wasn't always up to date (uses reliable networking)
Added "unstick" code for handling structures that animate into the player
Tweaking skulk feel (little slower, a little less leap force)
Fixed problem where lerk zoom cost energy
Reworked tram marine expansion. Lots of new vent detail. Lots of general polish.
Many view model tweaks and updated
New rock and stalagtite props
Miscellaneous props, level textures and trims
Added many new alternate idle and attack animations to weapons