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Pokémon Sword and Shield the Crown Tundra gets an October release date

September 29, 2020: an Ash hat Pikachu code was given out during the stream, find it below!

A live stream held by The Pokémon Company has revealed The Crown Tundra expansion is coming to Pokémon Sword and Shield on October 23. You can also grab a pack including either Pokémon Sword or Shield and both expansions on November 6, this pack is perfect for new fans looking to get the full experience.

The Crown Tundra is the second area unlocked by the expansion pass, with The Isle of Armor being the first. From the trailer, we can see these areas are significantly different geographically, with The Isle of Armor set on a tropical island and The Crown Tundra set near an icy mountain peak. This should lead to some interesting ice-type Pokémon encounters.

This expansion will bring back over 100 Pokémon from previous generations, including Absol, Relicanth, Swablu, and the legendary Regi trio, who have now expanded into a quintet with the additions of the electric-type Regieleki, and the dragon-type Regidrago. Exciting new Galarian forms of the legendary birds, Moltres, Zapdos, and Articuno, will be available to find and catch, along with a brand new legendary, the psychic/grass-type Calyrex.

You can view the stream live right here.

[youtube https://www.youtube.com/watch?v=ayIZaCMKpYE?modestbranding=1&rel=0&feature=oembed]

hat Pikachu codes

A series of eight hat-wearing Pikachu was announced during the Crown Tundra live stream. These codes can be redeemed in Pokémon Sword or Shield. Only one code has been revealed as of yet, but this section will be updated when any further codes are revealed!

  • Ash hat Pikachu – P1KACHUGET

Newly discovered Pokemon

Brand new Pokémon are coming to the Crown Tundra. During the expansion live stream, the poison/psychic type Galarian Slowking and steel type Gigantamax Melmetal were shown off.

What we know about the Crown Tundra

Much like The Isle of Armor expansion, The Crown Tundra will add an assortment of fresh cosmetic items, such as new winter-themed outfits, and all-new League Card designs to help your character stand out from the crowd.

The first brand new game mode is Dynamax Adventures, a co-op mode where players can explore Pokémon dens. In this mode, you will link up with three other players to search Pokémon dens, and compete in Max Raid battles, which will play out similarly to the base games. The major perk in completing a Dynamax Adventure is the opportunity to catch returning Legendary Pokemon, including Mewtwo, Giratina, Lugia, Ho-Oh, and much more.

The second new mode is The Galarian Star Tournament. You unlock this mode while progressing through The Crown Tundra’s story. In this tournament, you will compete in 2v2 battles against the Galar gym leaders, your rivals, and the Galar champion Leon.

Rumours are currently swirling around the potential release of a Pokémon Diamond and Pearl remaster, but for now The Crown Tundra will have to tide restless fans over till we can get the facts on any future releases.

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Cascadeur 2020.2B Released

The currently free animation tool Cascadeur (previously covered in more detail here) for Windows and Linux, just released a new beta update, Cascadeur 2020.2.

Key new features of the 2020.2b release include:

  • Quick Rigging tool for humanoid models – you can now create a simple humanoid rig much faster and with less hassle
  • Simplified Ballistics edit menu and new Ballistic ghosts options – you can now see ghosts of all the ballistic trajectories or only the selected one, but the ballistics in your old scenes will need to be created again
  • Improved Interval Edit mode – now with Linear and Bezier options 
  • Notification of a new version inside the program – as soon as the new version of Cascadeur becomes available, you will see the announcement directly in the program
  • Several minor bug fixes and improvements

You can learn more about this new release, including seeing the new Quick Rigging tools in action, in the video below. For more details on creating animations in Cascadeur, be sure to check out this earlier video.

[youtube https://www.youtube.com/watch?v=EhqpYvXi428?feature=oembed&w=1500&h=844]
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Miniaudio — Open Source Single File C Audio Library

Miniaudio is a cross platform open source C library for implementing low level audio functionality including playback and capture. MiniAudio is released under either public domain or MIT No Attribution licenses and amazingly enough is implemented as a single .H file with no external dependencies (except optionally stb_orbis if Ogg Vorbis format support is desired).

Miniaudio features include:

  • Your choice of either public domain or MIT No Attribution.
  • Entirely contained within a single file for easy integration into your source tree.
  • No external dependencies except for the C standard library and backend libraries.
  • Written in C and compilable as C++, enabling miniaudio to work on almost all compilers.
  • Supports all major desktop and mobile platforms, with multiple backends for maximum compatibility.
  • Supports playback, capture, full-duplex and loopback (WASAPI only).
  • Device enumeration for connecting to specific devices, not just defaults.
  • Connect to multiple devices at once.
  • Shared and exclusive mode on supported backends.
  • Backend-specific configuration options.
  • Device capability querying.
  • Automatic data conversion between your application and the internal device.
  • Sample format conversion with optional dithering.
  • Channel conversion and channel mapping.
  • Resampling with support for multiple algorithms.
    • Simple linear resampling with anti-aliasing.
    • Optional Speex resampling (must opt-in).
  • Filters.
    • Biquad
    • Low-pass (first, second and high order)
    • High-pass (first, second and high order)
    • Second order band-pass
    • Second order notch
    • Second order peaking
    • Second order low shelf
    • Second order high shelf
  • Waveform generation.
    • Sine
    • Square
    • Triangle
    • Sawtooth
  • Noise generation.
    • White
    • Pink
    • Brownian
  • Decoding
    • WAV
    • FLAC
    • MP3
    • Vorbis via stb_vorbis (not built in – must be included separately).
  • Encoding
  • Lock free ring buffer (single producer, single consumer).

Miniaudio is available on GitHub and has solid documentation available here and several examples available here. Installation consists of downloading and #include’ing the header and that is it, making this a remarkably simple library to get started using. There are also unofficial language bindings for Go, Rust and Python available as well. You can learn more about the Miniaudio library in the video below (or view here on Odysee).

[youtube https://www.youtube.com/watch?v=XIye2LeLLUc?feature=oembed&w=1500&h=844]
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MagicaVoxel 0.99.6.2 Released

The popular free Voxel application MagicaVoxel just got a new release, 0.99.6.2. This release isn’t just significant for adding a large number of features added, but also because it may be the last release we see for quite some time.

A tweet sequence from @ephtracy, MagicaVoxel’s creator:

Now back to the release, details from the release notes:

New Unified Material System[06/30/2020]

  • Blend Material: weighted blending Metal/Plastic/Glass/Cloud materials (similar to Disney Principled BRDF).
  • SSS Material: sub-surface scattering. transparency tp control light transmission. density to control light scattering.
  • Aborb/Scatter/Emissive Media Material: emissive cloud. can be contained in the glass with ior > 1.
  • Improved Alpha Blending: glass material, absorb media type, density = 0, ior = 0, transparency > 0

New Transform and Voxel Shader Brushes[09/26/2020]

  • Refactored the brush menu and add icons.
  • Voxel Shader Brush to use Voxel Shaders interactively and directly.
  • Transform->Scale Brush : live scale models, point sampled, low quality but fast.
  • Transform->Wrap Brush : live wrap/crop models with mirroring and spacing modes.
  • Geometry Mode->Line/Square/Circle: the old center mode is combined with the old line mode
  • World Editor->Pattern and Wrap Brush: can create patterns from selected object (check the pattern model menu on the right panel).

Rotate Transform Brush [09/26/2020]

  • Axis rotate : press any inner circle.
  • Screen rotate : press the outer circle.
  • Sphere rotate : press any point inside the outer circle.
  • Snap rotate : press SHIFT or SHIFT+ALT to snap angle to multiple of 5 or 15.

Voxel Shader[09/13/2020]

  • no need to define id for arguments.
  • use var to define alias of arguments. same as float var = i_args[id];.
  • can import and export arguments values.
  • can display compile errors in the console window.
  • can get color selections via: color_sel().
  • can get palette color via: palette().
  • increase number of arguments to 16.
  • add interation number to the interface.

Editing[09/26/2020]

  • Boolean operations for groups and objects.
  • Modify->Mask/Texture: mask and texture models with pattern models.
  • Sort: only sorts selected colors if number of selection is greater than one.
  • command log: display count of models, scene size, count of voxels for each color, etc.
  • command shear [axis] [scale] [scale] shear model, e.g. shear z 0.2 0.2 .

Camera Control Panel[09/26/2020]

  • click the arrow on the bottom bar to show the camera control panel.
  • can change camera global/local position, pitch/yaw/roll angles, save/load camera slots, etc.
  • press SHIFT to change values in smaller steps.
  • the nine values can also be modified by cmds cam x/y/z tx/ty/tz rx/ry/rz

Pattern Pack[09/26/2020]

  • can load all the models in a project as a pattern pack.
  • can create pattern pack from multiple selected objects.
  • use left/right mouse button to rotate the preview model; use mouse wheel to zoom in/out.
  • use 1/2 to select previous/next color in the palette.
  • use 3/4
  • use ctrl+alt to switch to pattern tool.
  • use ctrl to switch to free move tool.
  • use ESC to switch between pattern/move brush and select brush in the world editor.

You can learn more about the release in the video below. Hopefully this doesn’t mark the final release and after a long well earned pause, MagicaVoxel development will resume!

[youtube https://www.youtube.com/watch?v=y4hpQGpNFJM?feature=oembed&w=1500&h=844]
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LEd — Awesome New Level Editor From Dead Cells Creator

LEd is a new open source level editor written in the Haxe language by a developer at Motion Twin, using lessons learned creating games such as Dead Cells. LEd is designed to be user friendly and from my experiences it succeeds.

Key details of LEd:

  • Easy to use: modern UI with a strong focus on ease-of-use and quality-of-life features.
  • Universal and agnostic: compatible with all languages (not only Haxe) and game frameworks in the world
  • JSON: easy to parse file format for any game-engine out there (I promise it’s actually really easy). Haxe isn’t required.
  • Customizable layers: Integer grid layers, Tile layers and Entity layers support
  • Auto-layers: paint your collision map and see the grass, textures and all the small details being drawn automatically!
  • Entities: fully customizable Entity with custom properties (ex: you can have a “Mob” entity, with a “hitPoints” field, which is an Integer limited to [0,10] bounds).
  • Enums: you can define an enumeration (ex: an “ItemType” enum with “Money”, “Ammo”, “Gun” values) and use this enum in your entity custom fields.
  • External enums: enums can be imported and synced directly from Haxe source code files (HX file)!
  • HTML5: LEd is built around modern web standards.
  • Auto update: you get notified as soon as a stable update is released and it’s up to you to install it when you’re ready, with a single click.
  • LEd loves Haxe: a powerful Haxe API which gives you access to fully typed values from your levels. It avoids mistakes like mistyping, renaming or removals: you see errors during compilation, not at runtime.

You can see LEd in action in the video below. The project is open source under the MIT license and hosted on GitHub.

[youtube https://www.youtube.com/watch?v=pYBWGt8wbsU?feature=oembed&w=1500&h=844]
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The first look at Hyrule Warriors: Age of Calamity gameplay

Nintendo recently announced Hyrule Warriors: Age of Calamity, the Dynasty Warriors-style prequel to The Legend Of Zelda: Breath of the Wild. The game is set 100 years prior to the events of Breath of the Wild and allows players to engage in combat that took place during the battle of Hyrule before the great calamity. You can expect some fast-paced action as you cut through vast waves of enemies and in-depth storytelling fans have come to expect from Zelda titles.

Many fan favourite characters are playable in Hyrule Warriors: Age of Calamity, such as Link, Zelda, the four champions introduced initially in Breath of the Wild, and the freshly announced young Impa! Nintendo has confirmed the Amiibo set of the four champions will be re-released in time for the release of the new title.

Hyrule Warriors: Age of Calamity releases November 20 for Nintendo Switch, and is available to pre-order at $59.99 / £49.99. The pre-order will include a Lucky Ladle as an in-game bonus for Link to use in battle. While you wait for the release, find something to play with help from our list of the best mobile RPGs.

Check out the full Koei Tecmo Tokyo Game Show stream here.

[youtube https://www.youtube.com/watch?v=AekjTmJNhFs?modestbranding=1&rel=0&start=4459&feature=oembed]
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Epic Games Have Acquired Super Awesome

Epic Games have just announced the acquisition of Super Awesome, a company dedicated to the protection of children online. Super Awesome make a number of products for creators, game developers and advertisers to be able to collect information on children in a manner that is compliant with major laws such as COPPA and GDPR.

Details of the acquisition from the Super Awesome announcement:

That question was the start of a discussion which began many months ago at a (pre-lockdown) dinner in Cary, North Carolina. It concludes today as I’m delighted to announce that we have agreed to be acquired by Epic Games, joining their family while continuing our mission as SuperAwesome (see the announcement here).

Tim Sweeney and his team understand the importance of responsibly engaging with kids and parents. They’re also incredibly serious about privacy. It’s a set of values that instantly became apparent when Tim and I began discussing a partnership. 

Joining Epic Games means many things. It means continued (and indeed greater) support for our customers: developers, content-owners and brands who want to do more for kids. It means continued investment in kidtech solutions to help the overall ecosystem. Ultimately (and crucially), it’s a step-change in making the internet safer for kids. We have always been proud of our mission. We’re even prouder to do it with a principles-driven company like Epic Games.

You can learn more about the acquisition and Super Awesome’s products in the video below.

[youtube https://www.youtube.com/watch?v=0Sy0Qm4hV0o?feature=oembed&w=1500&h=844]
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Zaphreal and Lucretia are the newest characters to join the AFK Arena roster

The popular idle RPG, AFK Arena, has just announced two brand new characters are coming, Zaphreal and Lucretia. The pair are a married couple with a tragic backstory that you can check out by watching a couple of upcoming animated shorts, with the series titled Tales of Esperia.

The first short is Memory of Lucretia, which provides a brief history of the characters and shows the moment that the pair were torn apart. The second is titled, Desperation, and will bring even more depth to the lore of AFK Arena and the characters it is based around. Zaphreal and Lucretia are available from September 29, and players can redeem one of them for free until October 26.

Choose wisely, as players that choose Zaphreal, of the Celestials faction, will harness his lightning attacks that deal massive damage. those of you that choose Lucretia, with the Hypogeans, will go for a character with a physical combat-style that features curved attacks that cut her foes to shreds. AFK Arena is available for free from Google Play and the App Store. While waiting for Zaphreal and Lucretia to release, check out our AFK Arena codes and AFK Arena tier list.

Check out the Memory of Lucretia short below:

[youtube https://www.youtube.com/watch?v=6NV0mWrbwmk?modestbranding=1&rel=0&feature=oembed]

The Desperation short can be seen here:

[youtube https://www.youtube.com/watch?v=3lQYHZ-YqiQ?modestbranding=1&rel=0&feature=oembed]
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Unreal Engine 4.26 Preview 1 Released

Epic Games have just released the first Preview version of Unreal Engine 4.26. UE4 preview 1 releases are extremely important as they highlight the new features that you can expect in the final 4.26 release, as well as adding several new experimental features. Unreal 4.26 is no exception, with the biggest new feature being the fact the Chaos Physics and Destruction engine is now enabled out of the box replacing the existing PhysX physics, although the new experimental water system taken from Fortnite is a close second.

Details of the release from the Unreal Engine blog:

Experience the latest features coming to Unreal Engine with Unreal Engine 4.26 Preview 1—available now. 

Test drive the production-ready Chaos Physics and Destruction System—the now default physics system—and take the new experimental Chaos Vehicle system for a spin. Virtual production pipelines also receive a boost with added movie render queue controls, Sequencer updates, and DMX improvements. If that’s not enough, check out the brand-new water system, the Chaos Ragdoll system (beta), production-ready hair and fur, and more!

You can learn more details about the release on the Unreal Engine forums. While Chaos is now enabled out of the box, it isn’t immediately obvious how to get started using Chaos Physics and Destruction. Therefore in the video below, in addition to covering what is new in the 4.26 release, we also have a getting started with Chaos tutorial to get you up and going quickly.

[youtube https://www.youtube.com/watch?v=YSe7prXzP2w?feature=oembed&w=1500&h=844]
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Left 4 Dead 2 “Last Stand” Update

The Last Stand Community Update has been released!
Visit https://www.l4d.com/laststand/ for all of the details.

Summary of the more than 1000 changes across the entire game:

– Fixed an exploit that could lag or crash a server by spawning infinite pistols.
– Rate-limit commands to prevent client command DOS attacks against servers.
– Fixed the ability to bypass the damage filter on the gas station’s rolling door by going idle.
– Fixed avoiding damage from the charger by toggling in/out of idle while being body slammed.
– Fixed clearing the boomer screenspace effect by taking a break.
– Fix griefing exploit where a survivor would fire the grenade launcher and then switch to spectator to skip the friendly-fire check
– Record the team of a vote caller at the time the vote is called, so if the caller disconnects the other players can still have their votes checked against the caller’s team. Fixes team-based votes locking out new voters if the caller disconnects.
– Build a map load command on the server instead of directly executing the command that’s received as part of the server reservation packet. Fixed potential server takeover exploit.
– Fixed SI ghosts playing jump landing sounds
– Prevent players from joining the survivor team as a character already occupied by a human player.
– Marked “voice_all_icons” (used for testing) as a cheat command. Clear the voice state whenever the value changes so voice bubbles don’t stay visible when switching between cheat enabled/disabled games.
– Marked cl_survivor_light_* cvars as cheats.
– Made survivor_teammatefocus_* convars replicated, so they can still be used as a legitimate way to play but are forced to be consistent for all clients.
– Removed a three-second window where an infected player could force a faster transition from the observer state to the ghost state by pressing a key.
– Don’t spam open/close door client commands while the door is in the process of opening or closing.

– Fixed spawn areas permanently excluded from spawn set when a survivor dies, idles, or changes character.
– Fixed mobs unable to spawn if survivors stand in specific areas during a finale.
– Always restore the default pain pills decay rate when the director resets.
– Fixed the L4D1 survivor gestures not playing on dedicated servers.
– Allow SI to destroy breakables in finale areas during survival and scavenge modes once the round begins.
– Fixed breakables sometimes failing to unblock the nav when they break.
– Don’t stumble the charger if the charge attack starts while already in contact with the victim.
– Fixed L4D1 survivors not selecting their canonical preferred weapons when scavenging.
– Allow survivors to pick up ammo while fighting a tank or in close combat if they are less than 40% full.
– Bots will use pills only if health 50
– Bots consider health to be critical at 30 (was 40). This means real health must be 5 before a bot will use first-aid over a full temp health buffer.
– Fixed a few cases where specials may choose to wait in an ambush position when the game mode says they should be assaulting the survivors
– If a chase path that’s trying to lead the target fails, fall back to a non-leading path. Leading paths that run off a cliff aren’t always handled properly and can cause the target to be treated as unreachable.
– Revised the logic for fitting both tank and witch spawn locations into the flow. Previously they would frequently collide and the witch would get culled; now they should always find some combination of spawn locations that fit the within the map constraints.
– Fixed the director’s “arc value” not always handling campaigns shorter than five maps correctly.

– Allow competitive achievements (versus, scavenge) to also be earned in Versus Survival.
– Incapped survivors are counted as escaped if they’re in the rescue vehicle.
– Enabled CS weapons for all players
– Viewmodels use the skin value of the world pickup model, same as gas cans.
– When a weapon is holstered, transfer the current skin to the addon model.
– Clear the viewmodel fire layer when performing a melee attack to fix the stuck helping hand bug.
– Fixed the mp5’s melee shove canceling its reload animation.
– Turned on boomer gibs by default, except in low violence mode.
– Restored burn skins for infected
– Fixed witch kills getting recorded as common zombie kills in the stats.
– Increased “ammo_shotgun_max” from 56 to 72

– Removed “Single Player” option from the main menu carousel.
– Enabled the “Private Game” option in lobby permissions.
– Added a rematch vote to the end of versus survival matches.
– Fixed voice chat not working in lobbies.
– No vote cooldown in singleplayer modes
– Allow “Change all-talk” vote in versus survival mode.
– cl_downloadfilter defaults to “none”
– Fixed genericpanellist not drawing panels when they extended beyond both the top and bottom of the frame.
– Suppress warnings about func_orator not having a model

AND MORE
– Hundreds of fixes and tweaks to animations, models, dialog, map layouts and exploits.

Steam Input
– Added a Joystick style action that can receive console-style aim assist
– Fixed the “Turn Around” action
– Added a “Reset Camera” action for use with motion controls
– Rescaled mouse sensitivities so that the adjustment sliders in the configurator have more useful range
– Fix controller input on Orders/Response Quick Menu’s
– Fixed controllers not being able to skip to the end of the post-campaign stats scrawl

SCRIPTING AND MODDING

– CHANGES
– Run mapspawn_addon.nut for all active addons after the base version runs.
– Run scriptedmode_addon.nut and director_base_addon.nut for all active addons after the base version runs.
– Support for new population file overrides for the base game mode. So the load order is now “population.txt”, “population_.txt”, “population_.txt”, which each script optionally overriding place definitions from the previous files.
– Any time the addon load order changes, both the director and the nav mesh immediately refresh their population data. Fixes campaigns using the wrong populations and errors from precaching the wrong models.
– Func_nav_attribute_region and point_nav_attribute_region will remove attributes if the spawn key “remove_attributes” is set to true.
– Allow scripts to force the witch bride spawn, regardless of the variant setting
– “InterceptChat” can return false to prevent sending the message to other clients.
– “DamageType” field of “ScriptAllowDamage” is now read/write, so it can be used to change the damage type.
– Fixed being unable to create subdirectories in /left4dead2/ems
– New game event “player_left_safe_area”, called every time the first survivor leaves the start area regardless of map number, restarts, etc.
– Added the userid of the offending player to “triggered_car_alarm” game event.
– Fixed script funcs SetContext and SetContextNum not recognizing that a duration of zero means ‘forever’. To avoid breaking existing scripts, the ‘forever’ parameter is now -1.
– Track convars set from script so they can be reverted when the session ends.
– New gender “police”, can spawn & drop tonfas like the riot control commons, but doesn’t have the protective gear.
– Added a new keyfield “weaponskin” to item and weapon spawners to set the skin of the spawned item or weapon. Supported by “weapon_item_spawn”, “weapon_melee_spawn”, “weapon_scavenge_item_spawn”.
– Removed spurious parenthesis from “ToKVString” and “_tostring” script functions
– Director now calls into an optional script function “GetCustomScriptedStageProgress” during FINALE_CUSTOM_SCRIPTED stages. The function should return a value from 0-1 to indicate the completion percentage of the stage. The default time-based completion percentage is passed in as a parameter.
– Added weapon spawners and configurable spawner entries for CS weapons.

– NEW FUNCTIONS
CBaseEntity
GetMaxHealth
SetMaxHealth
GetModelName
SetModel( modelname )

CBaseAnimating
GetAttachmentBone, Get the named attachement’s parent bone index
GetAttachmentOrigin, Get the attachment id’s origin as vector
GetAttachmentAngles, Get the attachment id’s angles as p,y,r vector
GetBoneOrigin, Get the bone id’s origin vector
GetBoneAngles, Get the bone id’s angles as a p,y,r vector
LookupActivity, Get the named activity index
LookupBone, Get the named bone index
LookupSequence, Looks up a sequence by sequence name or activity name
SetSequence, Set a sequence by id
ResetSequence, Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence
GetSequence, Get the current sequence id
GetSequenceActivityName, Get the activity name for a sequence by id
GetSequenceName, Get a sequence name by id
GetSequenceDuration, Get a sequence duration by id
GetBodygroup, Get a bodygroup by id
GetBodygroupName, Get the bodygroup id’s name
FindBodygroupByName, Find a bodygroup id by name
GetBodygroupPartName, Get name by group and part
SetBodygroup
GetModelScale
SetModelScale, (scale, change_duration) Changes a model’s scale over time
SetPoseParameter, (id, value) Sets a pose parameter value

CBaseFlex
GetCurrentScene, Returns the instance of the oldest active scene entity (if any).
GetSceneByIndex, Returns the instance of the scene entity at the specified index.
PlayScene, Play the specified .vcd file.
LookupAttachment
IsSequenceFinished

CTerrorPlayer
DropItem, Make the player drop an item/weapon
SwitchToItem, Make the player switch to an item/weapon
SnapEyeAngles, Sets the view angles
GiveItemWithSkin( itemname, skin )

CTerrorWeapon
GetMaxClip1
GetMaxClip2
GetDefaultClip1
GetDefaultClip2
Clip1
Clip2
SetClip1
SetClip2
GiveDefaultAmmo
Reload

CDirector
GetGameModeBase
GetMapName
GetSurvivorSet

ResponseCriteria
GetValue, ( entity, criteriaName ) – returns a string
GetTable, ( entity, table ) – returns a table of all criteria
HasCriterion, ( entity, criteriaName ) – returns true if the criterion exists

CBaseTrigger
Disable
Enable
IsTouching, ( entity )

Global
DebugDrawBoxAngles, Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration)
ClientPrint, Print a client message
PrecacheSound
EmitAmbientSoundOn, Play named ambient sound on an entity.
StopAmbientSoundOn, Stop named ambient sound on an entity.
GetSoundDuration, Returns float duration of the sound. Takes soundname and optional actormodelname.
SetFakeClientConVarValue, Sets a USERINFO client ConVar for a fakeclient
ScreenShake, Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
ScreenFade, Start a screenfade with the following parameters. player, red, green, blue, alpha, flFadeTime, flFadeHold, flags
PrecacheModel
IsModelPrecached
IsSoundPrecached
IsDedicatedServer
GetListenServerHost
HasPlayerControlledZombies
“AllowFallenSurvivorItem”, optionally reject items from spawning on the fallen survivor.
ShouldPlayBossMusic

– SCRIPT ENTITIES
“script_func_button” – spawn a func_button from script via extents.
“script_clip_vphysics” – structured the same as other script-based trigger entities.
“script_nav_attribute_region” – uses extents instead of brushes.

– RESPONSE RULES
– Added survivor criteria “InRescueVehicle”, set to 1 when the vehicle has arrived and the survivor is inside.
– Added “NumberOfTeamAlive”, “NumberOfTeamIncapacitated”, and “NumberOfTeamDead” to the set of response rules global criteria.

– MISSION KEYS
– Added a mission key “allow_boss_mix” to the “versus_boss_spawning” block to bypass a restriction on having both a tank and a witch in the first and last maps of a campaign.
– Created variant keys to set a different character model
HunterVariant
SmokerVariant
BoomerVariant
BoometteVariant
SpitterVariant
JockeyVariant
ChargerVariant
WitchVariant