Scheduled For Release 01/04/2024
  • 0003821: [Models] Model viewer filters apply to the whole editor and cause unexpected results. (orbweaver)
  • 0006562: [GUI] wxGTK assertion on opening Stim/Response Editor (orbweaver)
  • 0005389: [GUI] AMD/Radeon - Orthoview issue with flush brush/patch faces. (greebo)
3 of 3 issue(s) resolved View Issues
Scheduled For Release 01/01/2026
  • 0006612: [Coding] Gas mine knockouts are not accounted to player
  • 0006618: [Coding] fails to build: openal: incompatible with cmake 4 (stgatilov)
  • 0006483: [Physics] Stacked moveables drop into each other after you touch them
  • 0006578: [Coding] Candles in candle holders sometimes spontaneously relight
  • 0006637: [Script/Def] Mines explode underwater.
  • 0006323: [Physics] Drowned AI not marked as 'player responsible' if shallow water
  • 0006613: [Mapping] Swing mission: fix player launcher.
  • 0006278: [Mapping] Func_Peek lightgem glitch
  • 0006594: [Saving/Loading] FOV settings not saved correctly in save games
  • 0006245: [Tweaking] Fixing the console warnings (pt2)
  • 0006493: [Physics] Moveable freezes in-air if moveable below it is removed
  • 0005906: [Physics] Dropping dead or KO'ed AI into water falls slowly
  • 0006482: [Coding] Fix no spawnfunc or spawnclass warning on aas_flood
  • 0005889: [Graphics] Finalize volumetric fog lights
  • 0005896: [Feature proposal] Add screenshots to Tracy profiling
  • 0006309: [Def / Setup] Func_Smoke does not correctly loop particles with multiple stages with differing lifespans (stgatilov)
  • 0006650: [Coding] Improvements of r_useParallelAddModels (stgatilov)
  • 0005867: [Graphics] Try to support interactions on projected decals (stgatilov)
  • 0006606: [Graphics] Apply tonemap to 3D game only, don't change HUDs (stgatilov)
  • 0006349: [Graphics] Cleaning the scissors mess (stgatilov)
  • 0006254: [Physics] AI ragdolls not sustaining any damage from any fall height
  • 0005282: [GUI] Readables look stretched in widescreen modes
  • 0006117: [GUI] Popup message in upper-left corner fade in has wrong first frame
  • 0005772: [Script/Def] Ambient sound: volume does not change if sound is the same
  • 0005670: [Graphics] Overbright pixels
  • 0005666: [Sound System] Shooting a noise arrow then picking it up, sound keeps playing - at HIGH FPS
  • 0003984: [Graphics] GPU vertex skinning
  • 0006091: [AI] Idle animations can cause ai to see the player behind him.
  • 0006350: [Coding] Support particle deform on animated models (stgatilov)
  • 0006305: [Physics] forcefield impulse increases or applies more often as FPS increases (stgatilov)
  • 0005189: [Coding] noshadows mask spawnarg for shadows optimization (stgatilov)
  • 0006291: [Graphics] Use particle softening for all particle types? (stgatilov)
  • 0006674: [Coding] mission.cfg makes no sense (stgatilov)
  • 0006653: [GUI] Add option to not select an item in the inventory when picking it up (STiFU)
  • 0006658: [Coding] Refactor frob handling to better support different frob control styles (STiFU)
  • 0006668: [Animation] Add hold-frob mechanic to doors to open them slowly (STiFU)
  • 0006635: [Design/Coding] Make Flashbombed AI's become Blackjackable (STiFU)
  • 0006675: [Models] Gap in mesh on model - bucket.lwo (Amadeus)
  • 0006671: [Models] Several older door models have floating hinges (Amadeus)
  • 0006641: [Script/Def] Blackjack hit sounds are inconsistent and propagation barely makes a difference (Amadeus)
  • 0006060: [Models] Lever entity in wall_lever01.pfb prefab has gigantic frob box (Amadeus)
  • 0006652: [Models] Borked UV on model (Amadeus)
  • 0006272: [Models] Wardrobe prefab door clips through frame (Amadeus)
  • 0006663: [Saving/Loading] Sometimes crash when drawing bow. Might be related to saving/loading and urinating AI (STiFU)
  • 0006655: [GUI] idChoiceWindow linked to cvar converts mission override into user value (stgatilov)
  • 0005023: [Models] Certain surfaces overbright in fog (Amadeus)
  • 0006672: [Models] Models with broken mesh, mis-aligned UV and missing vertex smoothing. (Amadeus)
  • 0003212: [Graphics] Hinge doesn't appear in game (Amadeus)
  • 0006588: [Coding] Func_fracture infinite decal spawn (Amadeus)
  • 0005473: [Distribution] Defs contain wrong info about lockpicks, affecting DR help (Amadeus)
  • 0006276: [Saving/Loading] Frequent saving and reloading/"idle_animations_interval" manipulation po causing ai to path find into monster clip and get stuck (STiFU)
  • 0006590: [Models] Please add models and prefab to core: Walk-in-safe door (Amadeus)
  • 0006662: [Models] Trapdoor prefab has func_emitter with non-existent particle (Amadeus)
  • 0006661: [GUI] Minor correction in Romanian.map (Amadeus)
  • 0006642: [GUI] Extend Mason Font to All Cyrillic Characters (nbohr1more)
  • 0006659: [GUI] Mission downloader should also show the mission completed checkmark (STiFU)
  • 0006654: [Def / Setup] func_cameraTargets have collision (Amadeus)
  • 0006610: [Coding] OBJ model import issues (stgatilov)
  • 0005485: [Graphics] mirrorRenderMap doesn't accept resolution parameters anymore (stgatilov)
  • 0006649: [Coding] Light estimate system returns full shadow for parallel lights (stgatilov)
  • 0006608: [Graphics] Support last game frame as in-game main menu background (stgatilov)
  • 0006648: [GUI] Next mission of campaign does not start if all menu states are disabled (stgatilov)
  • 0006647: [Sound] In-game main menu music doesn't loop when "leadin" value is applied to custom soundshader. (stgatilov)
  • 0006617: [GUI] The live 3D menu in Blackheart Manor is broken as of 2.14 (dev17343-11008) (stgatilov)
  • 0006593: [GUI] Compass renderdef model disappears underwater. (stgatilov)
  • 0006644: [Design/Coding] Compass broken/dosent show: 2.14 (dev17343-11008) (stgatilov)
  • 0006629: [GUI] In the shop menu the description of the slow match is wrong (Amadeus)
  • 0006630: [Graphics] Glass shattering animation causes FPS dip (Amadeus)
  • 0006611: [Coding] Game can crash when too many pk4s are installed (stgatilov)
36 of 69 issue(s) resolved View Issues
Scheduled For Release 01/01/2027
  • 0006673: [Design/Coding] Player can clip through tiny holes by mantling an object behind the obstacle
  • 0006670: [Design/Coding] The script Interpreter must use unique entity identification
  • 0006688: [GUI] Drop item to hands will select next item if stack is empty, which can sometimes cause multiple items to be selected (STiFU)
  • 0005428: [Graphics] Add a different frob-highlight for loot objects to make them better distinguishable from junk (STiFU)
  • 0006677: [GUI] Add more dynamic HUD options to make the game more immersive (STiFU)
  • 0006679: [GUI] FrobHelper aspect ratio is not 1:1 (STiFU)
4 of 6 issue(s) resolved View Issues