An update to No More Room in Hell has been released. The update will be applied automatically when you restart No More Room in Hell. The major changes include: [h2]Additions[/h2] [list] [*]Added proportional HUD scaling support for high resolutions, this is more noticeable on 4K, ultrawide displays, etc. [*]Added search box and "Find more..." button (that links to Workshop) in the mutator selection dialog [/list] [h2]Changes[/h2] [list] [*]Improved server performance on Linux [*]In mutator selection dialog, clicking the list item now toggles the checkbox [*]Increased max. FOV to 110 [*]Melee impact particles are now displayed across the arc [*]Optimized zombie AI obstruction checks, improves performance on crowded maps [*]Restored player freeze on extraction [*]Server command "workshop_validate" now has a "-restore" option, recovers map entries from cache in case of accidental removals or data loss [*]Supply crate no longer freezes players, checks for distance instead [*]Updated the localization files: [list] [*]With thanks to community translators: Blueberryy, Klowby, marcielcps, Plazehorta [*]Want to localize NMRiH to your own language? [url=https://github.com/nmrih/nmrih-localization-files]Visit our localization repository on GitHub.[/url] [/list] [/list] [h2]Fixes[/h2] [list] [*]Fixed an issue with inaccurate melee headshots [*]Fixed an issue with melee backing traces taking prominence over the initial swing arc (#1369) [*]Fixed an issue with stamina being drained only on the first melee hit (#1386) [*]Fixed background transparency issues on UI panel list items [*]Fixed birds blocking player spawns (#1389) [*]Fixed chainsaws rate limiting impact effects on characters [*]Fixed entity "point_message_multiplayer" not updating for players who reconnect to the server (#1390) [*]Fixed game state extraction commands working on dead players [*]Fixed loading screen not scaling properly after resolution change [*]Fixed mutator scripts being loaded twice on server init [*]Fixed national guard announcement cooldown not resetting after map change [*]Fixed national guard dialogue overlapping in survival mode [*]Fixed players blocking usable objects with their bodies (#1327) [*]Fixed players getting stuck after using a supply crate [*]Fixed several HUD scaling issues across resolutions, incl. "Next Objective" separator clipping through text, tiny labels in ammo display, etc. [*]Fixed supply crate HUD not always closing [/list] [h2]Changes for mappers and modders[/h2] [list] [*]Added beta version of level transition for developers, it's disabled by default, and server admins may toggle it with cvar "sv_level_transition" (#1278) [*]Added command "RespawnDeadPlayers" to the game state functions (I/O, console, VScript) [*]Added cvar "sv_killpenalty_score", sets score for kill penalty [*]Added cvar "sv_resetscore", resets all player scores on round restart [*]Added new category "Mutators" in the Workshop Publisher [*]Added support for melee impact effect particles [*]Added support for overriding viewmodel hands [*]Added surface prop "no_friction" [*]All MapHack debug spew is now behind cvar "sv_maphack_debug" [*]Console commands "extractplayer" and "respawnplayer" now accept player name as input [*]Entity "trigger_changelevel" is now functional on servers with level transition enabled [*]MapHack: Fixed issues during pre-entity stage, which caused scripts to fail [*]VScript: Added CenterPrint functions [*]VScript: Added CNMRiH_GameRules bindings [*]VScript: Added CNMRiH_Player functions SetHandModelOverride() and ClearHandModelOverride() [*]VScript: Added CNMRiH_WeaponBase bindings and WeaponID enum [*]VScript: Fixed event listeners writing bogus data on Linux [/list] [h1]Maps[/h1] [h3]All maps[/h3] [list] [*]Added "debris" flag to all explosive gascans [/list] [h3]nmo_asylum[/h3] [list] [*]Corrected areaportal issue on a door located in the basement (#1376) [*]Fixed office softlock (#1375) [*]Fixed ritual meat not scaling health on player count [/list] [h3]nmo_broadway[/h3] [list] [*]Misc. fixes [/list] [h3]nmo_broadway2[/h3] [list] [*]Added ability to get welder if players don't have one during "navigate through sewers" objective route [*]Added clipping to some railing [*]Fixed multiple places where items could be lost [/list] [h3]nmo_brooklyn[/h3] [list] [*]Added glow for the extraction van [/list] [h3]nmo_cabin[/h3] [list] [*]Added rope for extraction helicopter to make it more clear where to go [/list] [h3]nmo_rockpit[/h3] [list] [*]Fixed softlock (#1394) [/list] [h3]nmo_suzhou[/h3] [list] [*]Clipped multiple areas where objective items could be lost [*]Misc. tweaks [/list] [h3]nmo_toxteth / nmo_toxtethdark[/h3] [list] [*]Misc. fixes [/list] [h3]nmo_underground[/h3] [list] [*]Added few details to motel [*]Fixed stuck spot near welder grate [/list] [h3]nms_camilla[/h3] [list] [*]Tweaked clips [/list] [h3]nms_drugstore[/h3] [list] [*]Adjusted shambler and runner spawning during the different stages of the map [*]Fixed a doorway in zone A where zombies could get stuck [*]Fixed a spawner where zombies could get stuck [*]Fixed misc. issues/adjustments (#1250) [*]Fixed prop_door having a wrong hinge axis (#1408) [*]Fixed several z-fighting glitches in the mall [/list] [h3]nms_favela[/h3] [list] [*]Fixed wrong zone letter order [/list] [h3]nms_ransack[/h3] [list] [*]Extended extraction zone and extraction time [*]Sparks on pawn shop door now start and stop properly when welding [/list] [h3]nms_silence[/h3] [list] [*]Removed ground fog particles that were accidentally included [/list]