Complete Changelog Below:
O Server CPU usage optimized to lower utilization heavily
O Fixed bug where parasite could hurt own team
O Fixed bug which allowed players to damage their own structures with gunfire
O Updated code to be more compatible with Adminmod under win32 (dynamic cast issues). It may still not work under some configurations and work continues on it.
O Enhanced hive sight changed so it's useful at upgrade levels 1 and 2
O Updated NS to use the HL standard logging specification for server ops and for PsychoStats compatibility (
http://www.hlstats.org/logs). More work may be needed for better Psychostats compatibility.
O Removed draw numeric damage events
O Sighted buildings no longer show in hive sight (still show up with parasite, but prevents flood when alien views heavily populated area)
O Fixed exploit where +using a building could speed up research of a technology
O Preserve health and armor percentages when evolving
O Don't allow gorge to heal buildings before they are built
O Reduced chance of server overflow (crash) when large games (24+ players) end
O Fixed marine armor upgrades (previously, researching armor upgrades wouldn't give you that armor unless you were welded first)
O Added mp_logdetail (0-3)
O Changed the alien ability anti-exploit code to try to co-exist with scripters
O Turned off team-balance when in tourny mode
O Renamed ns_authicons to mp_authicons, renamed ns_eastereggchance to mp_eastereggchance for consistency
O Defensive chambers now only heal up to three nearby buildings or players per tick (prevents undestructible Walls of Lame). Targets are chosen randomly.
O Cleanup babblers on game reset
O Built with compiler optimizations (linux)
O Spectators now hear spectators, their observer target and teammates of their observer target
O Networking changes that could result in CPU performance improvements (instead of tracking, storing and queuing network messages, they are sent immediately)
O All players can all hear all other players talking before countdown starts
O Tournament mode start changes to make it easier to coordinate and start a game. It will only start when players are on both teams, when the teams are equal, and when both teams have said they are ready. A team is ready when one member of their team says "team x ready" (case not important, x is 1 or 2).
O Spectators get end-game victory sound and message