added shuffle mode PARTLY
fixed ep1 fail message not appearing when alyx died
important NPCs can now transfer their importance to any clones of them that may exist on the map when they die
added ep1_c17_01 to map list for Teleporter Bullets and Player Teleport
fixed the game thinking you were stuck if you were more than 10000 units above ground
gave traces in unstuck code more clear names
made unstuck ducking code more reliable/actually work(?)
optimized unstuck code by tracking directions that are pointless to trace in (for instance, if you're stuck while on the ground, it won't bother tracing underground in 10 directions)
unstuck mainTrace now traces with TraceHull for the player, which is more reliable specifically with the player it seems
Low Gravity now makes gravity one third instead of half of regular strength
Super Gravity now makes gravity triple instead of double regular strength
fixed chaos_reset making physics objects use inverted gravity
GetUnstuck now runs after starting the newest effect instead of before so that it can hopefully work more reliably
HL2 chaos now pulls maps straight from HL2. the same solution didn't fully work for the episodes, so:
allowing ep1 and 2 to load the SDK's VPK BSPs, and copied the packed assets to loose files so that the mod can find them another way
added thirdpartylegalnotices.txt and source sdk license which i just noticed were missing
text messages now appear for fail events like allies dying
expanded map lists for Teleporter Bullets and Player Teleport
fixed hopper mines being impossible to pick up when Fast Physics is on
fixed being able to reload shotgun when No One Can Reload is on
NPCs now aim upward to account for gravity when firing grenades due to Grenade Guns
made death water weight 300
made remove random weapon weight 200
Remove All Pickups can no longer happen on more maps
add d2_coast_11 to Player Teleport map list
Vision Machine Broke default time reduced to 40 seconds
Superhot and Supercold now (correctly) set host_timescale back to 1 when the player dies, so that the input-blocking period is always the standard length
fixed more issues with unstuck code
Pickups context now requires that the player be above 50 health
fixed Remove All Pickups map list including ep2_outland_03 when it was meant to include ep2_outland_02
fixed Solid Triggers not making triggers un-solid again if the game couldn't find a good place to move the player out to
speculative fix for Black Hole not counting strikes
gibs of broken props now carry over their model scale
reduced base health of bottle spawned by Beer I owed ya
reduced spawned ceiling turret health to 700 from 1000
Go Back a Level has been made into Restart Level
Ran Out Of Glue can no longer happen on more maps
when friendly NPCs shoot grenades (from Grenade Guns), the sprite and trail effect will be blue instead of red. grenades shot by friendlies can't hurt the player.
grenade sprite and trail effects are now affected by Pretty Colors
fixed mortar gun possibly hitting player while they were using it
mortar guns can now hit striders more consistently
fixed Drop Weapons not working after it already happened once in the same playing session
bugbait now acts like a regular weapon when dropped
longer archiving some useless things in config.cfg
Ran Out Of Glue can no longer happen on d1_trainstation_01
chaos_strike_max default is now 3 instead of 5
teleporting by Teleporter Bullets will now cause the shooter to be released from any barnacle tongues
if d1_canals_11 is entered with no airboat, the game will now give a new one
Give Random Weapon and Give All Weapons can now give bugbait
fixed Give Random Weapon and Give All Weapons putting weapon(s) at the map origin if the player was in a vehicle at the time
added chaos_unstuck_neweffect to control whether the game tries to get the player unstuck when a new effect starts. this may not be desired by players use clips.
barrels launched by Double Barrel Shotgun now offset more appropriately when the player is big or small
version number now included in mod title
Surprise Reforestation has been made to be less dense and less likely to block doorways. the effect has been given a larger "radius" to account for the smaller density of trees
the game now gives a gravity gun upon entering d3_citadel_03 if you don't have one so that the weapon destruction sequence can proceed properly
Wobbly can no longer reapply when loading a save which was made before it ended
Wobbly's strength has been halved and now scales with player size
Noriko, No! can no longer happen on any map where the magnet might touch a dissolving trigger, which will lead to a crash
fixed a crash related to manhack squads
Force In/Out Vehicle will no longer check the map list if forcing a player out of a vehicle, because there's no reason to
d3_breen_01 added to the map list for the Player Teleport context
removed the code for periodically checking if the player is stuck while Player Is Huge is active because it seems like the issues with it have been fixed
minor fixes related to crouching and player size
Suppression Field Hiccup can no longer happen on d3_breen_01
fixed everyone being forced to use my weird keybinds
removed seemingly harmless assert caused by Pause Physics
restricted clone_npcs from happening on d1_trainstation_01 because barney can end up perfectly blocking the doorway
fixed Player is Big getting you stuck when jumping and not holding duck
groups added so that Annoying Alyx and Left 4 Dead cannot happen at the same time as the No Looking Up/Down/Left/Right effects
fixed being teleported to odd places when the game was struggling to find a good place to put you at to get you unstuck
fixed trigger_changelevel not working if you touched it while not being inside the trigger_transition
added d1_canals_06 to map list for the Player Teleport context
fixed game crash when killing an ichthyosaur by ramming with a vehicle
fixed Lock Vehicles re-locking vehicles when meant to be unlocking them
Ran Out Of Glue can no longer happen on more maps
fixed game thinking you were drowning in a vehicle when loading a save made when Swim In Air was active
airboat gun no longer recharges when No One Can Reload is on
fixed un-stuck code thinking an elevator might not be valid standable ground
fixed un-stuck code thinking it wasn't possible to get an object unstuck if its origin was inside world geometry (the code wants to avoid teleporting objects through world geometry)
game no longer attempts to get you unstuck when using noclip
Suppression Field Hiccup can no longer happen on d1_eli_02