Featured Maps (1) We’ve added a new experiment to the map selector called “Featured Map Lobbies”. Every hour, three maps are selected for each gamemode which are displayed at the top of the map selector. The idea is to give players looking to play with others a small set of maps to gravitate towards, much like the dedicated servers on other Source games. In the future, we are hoping to have extra incentives or social features for these maps to ensure they are a reliable multiplayer hotspot. Please leave suggestions or other feedback for this feature in Discord! Added (8) Added “Meet Your Maker” achievement unlock logic Added +ducktap bind for HLBhop. Use this bind to duck automatically when touching the ground. Added GetWindowDimensions to Panorama GameInterfaceAPI Added SetSvgTextureSize( width, height ) to Panorama ImagePanel class to allow resizing SVG images Added slopescale property to lights, which allows mappers to tweak the shadow bias slopescale value per light, which can help to reduce shadow acne Added support for Fairy Tale Busters APK pack files Added support for Quake/HROT PAK pack files Added zoning option for negating a zone filter which is combined with the filter’s inherent negate property Fixed (26) Entities not in FGDs will still transform origin and angles keyvalues Fix ent_bbox and other commands not working. Fix parallax_obb entities when inside instances. Fix orientation of Hammer entity sprites when inside rotated instances. Fix trigger_gravity switching gravity direction sideways on old maps (in particular Portal 1’s ending). Fixed !savestate/!saveloc not opening the savestate menu Fixed FOV resetting on timer restart in Defrag modes Fixed color_correction_volume not working at all Fixed an issue where Panorama CSS aspect ratio classes were not being applied properly Fixed an issue where the timer would seemingly reset to 0 seconds when entering a new zone Fixed crash when loading maps as an unauthenticated user Fixed crashing when spectating a player that respawns Fixed leaderboards not reloading when selecting the same map in a different mode on the map selector Fixed logic for max-distance rocket traces to properly account for up-close shot angles Fixed player avatar not displaying while in free roam spectate Fixed player not respawning in start zone in Defrag modes Fixed png screenshots not looking right on map with HDR and postprocess effects Fixed some maps not properly parsing entities and crashing Fixed toggled inputs not resetting with the timer reset Fixed trigger edgebug prevention on the Conc gamemode Fixed various crashes e.g. when zoning or exiting the game Jump speed in areas where full bhopping is not allowed is now capped to exactly the maximum groundstrafe speed, rather than slightly less than that speed ai_scriptconditions now works properly in multiplayer, evaluating conditions individually on each player. env_projectedtexture now obeys r_flashlightbrighness again. Fix missing ‘slope scale’ on `env_projectedtexture. Fix ent_fire !names failing due to case-sensitivity. Improved (14) Add ‘stop’ button to sound fields in Hammer. Added argument names to VScript functions in script_help, as well as the Wiki. Added tooltips to Hammer’s Entity Find/Replace dialog Allow bhopping in start zones with the timer running on the Bhop gamemode Apply ent_text autocomplete to all other ent_* debug info toggle commands. Avoid overriding $color and $alpha when overlays are tinted. Enable mom_mv_fix_uphill_slopes in Bhop (HL1) Fall back to older DPI modes on Windows if PerMonitorV2 is unsupported Fix performance for Hammmer’s Entity Report dialog, add more detail to listed entities, allow sorting Improved game launch speed for users with many map files across all mounted games On Surf, autohop is now only active in areas where you are actually allowed to bhop (jump with uncapped speed) Players in your lobby are now added to Recently Played on Steam Startup videos should now render at lower framerate The limits for overlay count, face count and render order have been mostly removed. Render order is now limited to 65536, while both others can have up to 2 billion.
0.10.6 Changelog
Hello all! We’re got some exiting updates for you. This update change how CS:GO is mounted, so make sure to install CS:GO from the standalone app that Valve added, found at https://store.steampowered.com/app/4465480/CounterStrike_Global_Offensive/ ! Your CS:2 installation is no longer required, so feel free to opt-out of the csgo_legacy branch, or uninstall it completely to free up some space. This update also adds the initial system for Run Styles! On modes like surf and bhop, you can change the style of run you’re doing via the in-game leaderboard dropdown, or use the newly added “mom_style” command! We have plans to add more styles like backwards and low-grav in a future update, but try it out for now and let us know how you like it! ...
0.10.5 Changelog
Added (13) A “Use Native File Browser” option in Hammer, to allow using Qt file dialogs and vice versa Added “Paste Special Again” context menu option in Hammer, which will use the last saved Paste Special options in the session without a prompt. Added -debug_dynamic_mounts to debug steam dynamic mounts Added an imgui game events debugger Added an in-game ImGui material inspector/rudimentary editor Added an in-game cloth/softbody debugger Added enabled field to particle operators to toggle operator on/off Added mdl2dmx, a very basic static prop decompiler Added mom_zoning_start_zone_button_radius and mom_zoning_end_zone_button_radius for configuring climb button zone radius Entity Tools: Added an option to convert trigger_multiple outputs to OnJump if they activate trigger_push entities Ignore backface displacement collisions in maps converted from Quake 3 Quake 2-style ladder climbing for Defrag modes When using the eyedropper tool, Hammer will prompt to name entities if they did not have one already. Fixed (19) Fix a crash when removing/changing loaded FGDs in Hammer Fixed Paste Special entity name prefix field not retaining its value across multiple different invocations of the dialog. Fixed SSAO crashing game in some cases Fixed SetLightScale on clustered lights not changing the light intensity Fixed SettingsSlider invert not working correctly when the slider is set to display a percentage Fixed anti-bhop triggers preventing checkpoints from being set in climb modes Fixed copy+paste in ImGui windows Fixed crash on shutdown when lumper sync is enabled Fixed crashes when using some material proxies on non-standard stuff Fixed flashlight and env_projectedtexture shadows being 4x larger per-dimension than their pre-clustered equivalents Fixed misspelled KV on snd_op_occlusion: occlusio_db_loss is now occlusion_db_loss (old KV still works though) Fixed rockets firing from the wrong location when crouched by disabling mom_tf2_rocket_use_max_extents Fixed stage timer disabling on tracks with bhop enabled Fixed studiomdl trying to run md on Linux to create the output dir. It now runs mkdir -p Jump and forward move inputs can now stack while using the flight powerup in Defrag Light cookies now correctly use the light entity orientation Make env_global’s GetCounter input usable Model browser getting sometimes getting stuck r_ssao no longer breaks cubemap building Improved (19) Added support for custom fonts in devui themes. FontScaleDpi, FontScaleMain, FontScaleBase control font size. Font property controls the actual font and is a path like resource/MyFont.ttf Allow bool/boolean to be interchangably for FGD IO and KV definitions. Cloth no longer simulates while the game is paused by default. Console input autocomplete suggestions now include fuzzy matches Disable null binds in CPM and VQ3 Displacement tools now edit continuously without needing to move mouse Entity Tools: Restore scrollbar position when reloading entities Entity report dialog can now be sorted Exposed the following debug convars: snd_occlusion_pos_override, snd_occlusion_material_override, snd_occlusion_visualize, snd_occlusion_visualize_filter, snd_occlusion_indirect_radius, snd_occlusion_indirect_min, snd_occlusion_indirect_max, snd_occlusion_collide_min_distance Hammer now does not spam warning about unknown detail object types Hammer prints more fgd errors when something goes wrong Increased default clustered shadow budget from 6 to 12 Made sv_gravity affect cloth Removed -winecompat from Hammer, fixes will be applied when WINE is detected automatically Removed soundsystem.dll Updated VRad help text VRad AO is now DISABLED by default and can be enabled by passing -ao. XeGTAO should be preferred for VRad baked AO. fps_max_menu is now also respected while in game with opened menu env_spark entities can now override fx_new_sparks to use new or old sparks
0.10.4 Changelog
Hey there! This update adds the CS:GO-based KZ mode, KZT! Maps are currently found in the Beta tab, but give it a shot and let us know what you think! We’ve also greatly improved player movement sounds and fixed a lot of common crashes and bugs we’ve seen recently. Keep the feedback coming, and enjoy! Added (10) Added !spawn chat command for mom_respawn Added 360 video export to startmovie Added Defrag flight powerup (game/issues/2595) Added Near Z property slider to clustered light dev ui Added $emissiontransform to PBR, to apply transform to the emission texture specifically Added sv_reloadmaterialsonmapload convar that controls material reload behavior when loading map, can improve map load times when disabled Added convar devui_auto_scale which, when enabled, automatically scales devui to match the reference resolution of 1920x1080, like panorama Added nearz property to clustered light entities Added various CVars to control SSAO Climb (KZT) gamemode Fixed (23) Fixed ssbump detail textures not working properly for lightmappedgeneric shader Disable climb checkpoints when standing on bhop platforms Ducking now swims down in Defrag modes Fixed !b chat command not switching bonus tracks Fixed mom_official_screenshot interacting weirdly with water (game/issues/2246) Fixed a crash in hammer when copy-pasting brushes Fixed crash with ragdolls Fixed crash with the video settings screen when an incorrect panel type is used for the setting dropdowns Fixed devui_auto_scale not performing any scaling Fixed host_map_mount_order_detection not prioritizing custom asset paths in some cases Fixed imgui looking blurry due to autoscaling Fixed incorrect output conversion when using bhop trigger fix entity tool Fixed lightcache being slow in some cases Fixed loading local/online zones Fixed rare crash when using point_template under some circumstances Fixed shadow artifacts when spawning env_cascade_light with the CSM fix entity tool Fixed sun specular not blending with lightmaps properly on PBR textures Fixed webm video export Hooked up jump stats HUD with new timer system Rate limited the clustered atlas allocator warning to 1 message per second Fixed explosive weapon explosion sounds always playing in-ear (game/issues/2475) Fixed !savestate/!saveloc not opening the savestate menu Fixed an issue where the timer would seemingly reset to 0 seconds when entering a new zone (game/issues/2435) Improved (10) Added -help/-? to studiomdl Updated version info to reflect beta status Disable minimum bhop area in surf. Allow bhop zones must be used where bhopping is intended. Disable mom_mv_fix_edges on KZ 1.6 Doubled cookie atlas size, allowing 4 times the texture data to be allocated before exhaustion Replaced general clustered light modes with independent lighting component modes Shift+F1 keybind will now toggle the devui menu instead of failing to open a nonexistent VGUI window devui_auto_scale will now use the smallest window dimension to calculate scale factor mom_null_binds 1 now only applies nulls while in the air. mom_null_binds 2 always applies nulls. Player movement sounds (footsteps, jump, landing) have been greatly improved, and should now be properly affected by player movement volume slider (game/issues/2445) Other (4) -mat_ao_quality: Determines the number of AO samples per depth slice -mat_ao_radius: Controls the AO radius (16 by default) -mat_ao_width/mat_ao_height: Determines the resolution of the AO -mat_ssao: Enables or disables SSAO (enabled by default in revolution)
0.10.3 Changelog
Hey there, we have a bunch of big things in the works, but in the meantime we wanted to push out more fixes and minor additions we’ve done. For those with limited accounts, you should be able to play the game, but nothing will submit. We strongly recommend making your Steam account unlimited (spending $5 USD of your own money) if you are playing on a Steam account you care about. ...
0.10.2 Changelog
Hey there! This update adds some Steam Achievements, proper Defrag HUD support for replays+online, and TONS of fixes! We’re still investigating the lobby connection issues with Steam Support, KZT is in code review, and voice chat is also being cooked up, so stay tuned for future updates! Added (7) Added -shadowatlassize launch parameter to specify clustered shadow atlas dimensions. Must be power of two Added a console warning for when the clustered shadow/cookie atlases are full Added a flag to light_rt and light_rt_spot to force shadows to update every frame Added some Steam Achievements, have fun unlocking them! (game/issues/1151) Added support for $treesway to PBR. The material parameters match VertexLitGeneric CSM fix entity tool FGD flag values can now have description (currently not visible in any UI) Fixed (12) Fixed Faceposer crash when loading an invalid subscene Fixed Hammer erroring out if Steam mounting is unavailable, even if the selected game doesn’t need it Fixed Hammer regression causing objects to be duplicated Fixed conc beeps not canceling when restarting timer Fixed crash upon joining invite to a map lobby in main menu Fixed crashes when using mat_crosshair commands from main menu Fixed flashlights suddenly becoming invisible far from their origin Fixed ghost name panels interpreting names as localization strings Fixed lights becoming fully shadowed outside their NearZ/FarZ range Fixed possible crash when loading corrupted BSP files Fixed potential bug with detail texcoord transforms in VLG when $treesway is enabled. If you notice broken VLG treesway models, please tell us!! filter_momentum_surface_collision exported with entity tools using a misnamed key for filter_name Improved (12) Defaulted cl_threaded_bone_setup to 1 to fix jittery ghost animations (game/issues/2463) Disable mom_mv_df_clip_speed_ground in VTG Don’t prime the timer if the player has any KZ checkpoints (game/issues/2497) Improved performance of client side entity classname comparisons Made low OS memory warning print a little bit less often Players will now be warned when they’re trying to join an incompatible lobby via the drawer (game/issues/2516) Record movement data for Defrag HUD Restored the behavior where a trigger_catapult pointing straight up multiplies its speed by 1.5x, to keep backwards compatibility with existing maps Set sv_accelerate to 10 and sv_friction to 4 for VTG TF2 rockets will now properly go the full grid length instead of 2000 units (toggle via mom_tf2_rocket_use_max_extents) (game/issues/1816) filter_activator_class matching the class name tf_projectile_rocket now works with Momentum Mod rockets func_button OnDamaged output only activates once per shot instead of once per bullet impact, matching Team Fortress 2 behavior
0.10.1 Changelog
Hey there! We’re really glad you all have been enjoying the public release. We’re hard at work fixing a lot of bugs, some of which (related to lobbies) are taking a bit longer than expected with finding the problems exactly. We believe it’s something deeper in the Steam Networking library and are working on creating a bug report to submit to Valve. In the meantime, please keep the feedback rolling in, and we will keep these updates rolling out! ...

0.10.0 Changelog
Big updates don’t need a big introduction. The 0.10.0 update overhauls and upgrades many essential game systems, and the game is now in a place where we are excited to invite players in and show it off. And as such… Momentum Mod is now in fully open playtesting! If you haven’t already, you can request access on our Steam store page. As of this update, everyone gets in instantly and automatically – no more waiting, no more “drops!” ...