August 22, 2023 Update


 * Sources: Update - Left 4 Dead 2 (Steam/Official), Last-Stand-Refresh (GitHub)

Patch notes

 * Fixed several exploits reported via HackerOne.
 * Fixed controller navigation in some menus.
 * Fixed not being able to open the train door in Crash Course [sic] when playing the Tank Run Mutation.
 * Only the original attacker gets credited for damage caused by exploding props.
 * Restored the knife's original horizontal swing trajectory.
 * Fixed incorrect instructor lesson bindings for the Tank.
 * Fixed LDR skybox rendering on low shader settings.

New Response Criteria:

 * " " - 0 means no Tank aggro, 1 means Tank is aggro.
 * " " - 0 is first map of mission.

New Script Functions:

 * " " - Returns true if all Survivors are in the battlefield.
 * " " - Returns the closest character who is IT.
 * " " - Returns the closest Survivor to the passed origin.
 * " " - Returns the Survivor with the highest flow.
 * " " - Returns the Survivor with the lowest flow.
 * " " - Returns a random Survivor.

Weapons:
Undocumented changes
 * Knife world animations now swing in the same direction as the viewmodel's.

Effects:
Undocumented changes
 * Added a sway shader to the Blood Harvest corn props.

Props:
Undocumented changes
 * "props_vehicles/deliveryvan_armor.vmt" added " " to both VMT's so the cubemap reflections are properly masked instead of the entire model being covered in reflections.

Special Infected:
Undocumented changes
 * Added render coloring support to the Hunter, Smoker, Boomer and Charger models; includes burned Hunter and Smoker tongue.
 * Sacrifice Tank used the wrong normal map, leading to shading issues mostly on his legs.
 * Recompiled VTF with the original alpha from the first game (modified a bit) to give the Witch's hair proper transparency.

Accessibility:
Undocumented changes
 * "Jockey Leap" hint had the incorrect  of " ", and now uses the correct " ".

Scripts General:
Undocumented changes
 * "scriptedmode.nut" fix for: slowpoll interval, slowpoll add function logic, and " ".

Map 1:
Undocumented changes
 * Restored window clip-hang bugs that were patched with TLS to re-allow access to the rooftop in Coop mode.
 * Versus : Tank will now only spawn after Survivors have exited the elevator, and no later than leaving the kitchen.
 * Versus : Move Ghost SI exploit kill trigger down a lot to solve a rare issue.

Map 3:
Undocumented changes
 * Blocked a stuck spot at vending machine alternative path.
 * QoL : Added auto-crouch trigger and clips to smooth out movement through the shoplift scanners.

Map 4:
Undocumented changes
 * QoL : Clips for kiosks to assist jumping and booth auto-crouch.

Map 1:

 * Patched a rarer stuck spot at the swamp's cargo container.
 * Patched an elaborate SI out of bounds exploit.

Map 4:
Undocumented changes
 * Versus : Food cart ladder replaced with better clone and smoothed with new clip.

Map 5:

 * Addressed some issues with "THE MAIN ATTRACTION" Achievement by adding more triggers so it no longer fails if any Survivor disconnects or goes idle while on stage.

Map 1:
Undocumented changes
 * Patched janky ladder near the ferry event.
 * By popular community request the TLS Swamp gator is now canonically named Fred.
 * While scriptedmode is active an additional 3rd wave would occur and "director_debug 1" would say something like wave 1 of -1; fixed by adding a delay of 1 second on the second stage. [See Crash Course 1]

Map 2:

 * Blocked a stuck spot behind some rocks at the start near the parachutist.
 * Blocked a stuck spot on a cypress knee near the parachutist area dock.

Map 3:

 * Blocked stuck spots at two sets of cypress knees around the event start area.
 * Versus : Blocked a stuck spot for SI behind a bush to the left of the first bridge upon entering the water.
 * Versus : Blocked a stuck spot for SI in the bush near the lantern/event start.
 * Versus : Improve SI clipping of first ladder outside saferoom to allow drop through a large gap.
 * Versus : Moved a TLS Infected ladder out of the Survivor's way at the start.

Map 4:

 * Versus : Blocked a stuck spot for SI behind a bush in the back of the enclosed hedge area.

Map 2:

 * Restored a shortcut that was patched with TLS; instead fixed the soft-lock where Survivors cannot progress if one player skipped the elevator.

Map 2:

 * Eliminate a stuck spot that a previous ladder patch created.

Map 3:

 * Versus : New ladder in far corner of manhole drop area to fix stuck.

Map 4:

 * Versus : Reduced a jet strike trigger after the balcony drop that previously dealt 25 damage per touch (75 total) to Survivors, down to only 2 damage per touch to behave like the other triggers.

Map 1:

 * Blocked a stuck spot in a corner behind a floodlight in the top floor after the alarm cars.

Map 2:

 * Fixed collision issue with clips on the stairs by the saferoom that caused noticeable teleporting when not on a local server.

Map 2:

 * Versus : Delete func clip that blocks SI access into end closet.

Map 1:

 * Lift anti-grief kill trigger off the ground to prevent an incap glitch.
 * Versus : Add clip to patch a ladder shortcut at the start.

Map 2:

 * All sets of railings will now appear for all players regardless of graphics settings.

Map 1:
Undocumented changes
 * Block rare stuck spot between the box wreck and traffic light.
 * While scriptedmode is active an additional 3rd wave would occur and " " would say something like wave 1 of -1; fixed by adding a delay of 1 second on the second stage. [See Swamp Fever 1]

Map 2:

 * QoL : Clip to prevent gas cans from falling between finale buses.

Map 3:

 * Blocked a stuck spot at the top of a rock cliff cluster just after the church bus.
 * Blocked a stuck spot between the cliff rocks and the right side of the mandatory house.
 * Versus : Fixed an SI stuck spot on the barricade by the church.

Map 3:

 * Updated clip brushes and navmesh to allow SI players onto a previously blocked pipe that has an Infected ladder leading up to it.
 * Updated clip brushes and navmesh so that Survivors may now enter the hallway next to the end saferoom, which was blocked by a roof clip in the port from L4D1.

Map 4:

 * Fix SI player and AI stuck spot inside the end rubble.

Map 2:

 * Versus : Fixed SI stuck beyond the end of tunnel just before end safe room.

Map 3:

 * Fix rare stuck spot in starting saferoom for SI only.
 * Stuck in tree near shed.

Map 4:

 * Versus : Patched fence Infected ladder next to lawnmower room.

Map 5:
Undocumented changes
 * Added missing env_wind; dozens more maps (especially L4D1) also lack env_wind but those will be evaluated at another time.

Map 2:

 * Fix stuck next to military truck leading to barricade.
 * Fix two stuck spots behind the long hedges on the right of after the military truck leading to barricade.
 * Fix a regression with easy event skip clip and a stuck clip nearby.

Map 3:

 * Enlarged a stuck clip to fully fix it.

Map 1:
Undocumented changes
 * When the intro finishes, adjust Francis' spawn to be further away from the plywood to prevent him from getting stuck and dying on solo Mutations.
 * When the intro finishes, adjust Zoey's spawn to be further away from the truck to prevent her from briefly getting stuck.

Map 2:
Undocumented changes
 * Simplified finale difficulty scaling so it is now only increased on Advanced and Expert difficulties rather than scaling each difficulty differently; the intention is to curb player fatigue and confusion in addition to bringing it more in line with expectations from other finales.
 * Lowered the number of required gas cans in Single Player by 25% to help compensate for only having bot teammates; Easy/Normal difficulty now require 6, and Advanced/Expert difficulty now require 9.
 * The gas can requirement in Multiplayer modes now increases by 1.5x per difficulty; Easy/Normal difficulty now require 8, and Advanced/Expert difficulty now require 12.
 * Versus : Fixed an out of bounds exploit to get under a cliff side.
 * Versus : Fixed a stuck spot between a tree cluster and Versus-only fence at the cliff that overlooks the beach.
 * Changed " " from TRUE to FALSE during the Scavenge phase; this allows the game director to tone down the horde when Survivor intensity gets too high (e.g. Survivors getting downed).
 * Changed the start of the Scavenge phase to spawn less horde until players start picking up the gascans.
 * Added the Final Nail music before the last horde phase on Advanced/Expert difficulties.

Tank Run:
Undocumented changes
 * The first map of a Campaign will now spawn two Tier 1 weapons near the start area if no other Tier 1's are nearby.
 * Car alarms will now spawn a Tank if triggered.
 * Disabled water slowdown for all maps.
 * Set Survivor revive health to 50.
 * Added auto self-revive mechanic with a delay based on the " " Cvar (default 5 seconds).
 * Slight buff to pistol and melee damage against the Tank.
 * Fixed issue where the sacrificing player would get auto-revived after restarting the generator.
 * Fixed issue where the finale would result in a failed screen if players that jumped off of the bridge to restart the generator got incapped.
 * Fixed issue where players going idle, switching characters or leaving the game would break the auto-revive for that Survivor.
 * Fixed issue if a Tank was deleted while being biled, it would break the script.
 * Fixed issue where Tanks would not retain their slowdown when biled, if they were hit with another vomit jar while already being biled.
 * Fixed issue where Survivors could get instantly revived when hit with a car.
 * Quintupled Tank health in Dead Center 1 to match other maps.
 * Disabled pain pills and defibrillator conversion to medkit.

Death's Door:

 * Enabled heartbeat sound when under 25% health.
 * Enabled B&W state when at 1 permanent HP.
 * Fixed heartbeat sound when taking over bot.
 * Fixed Fallen Survivors being able to drop medkits.
 * Fixed temporary health decay in the safe room, loading players will no longer decay temp health.
 * Defibrillator now heals 1 permanent - 99 temporary HP (still B&W).
 * Safe room respawn now heals 24 permanent - 26 temporary HP (only heartbeat sound).
 * Safe room transition now heals 80% of the missing HP to half health of living Survivors, e.g. 1 to 40 (no health effects).
 * Fixed an issue that caused the mission to fail for Sacrifice type finales when the player presses the final button.

Versus Survival:

 * Thickened clips and other map-specific fixes to dramatically reduce stuck spawns.
 * Made it auto-trigger any outputs on the entity used to start Survival if the pre-round timer expires.

Taaannnk!!:
Undocumented changes
 * Thickened clips and other map-specific fixes to dramatically reduce stuck Tank spawns.
 * Players no longer need to wait for incapped Survivors in order to progress at areas like elevators.
 * Fixed Director variable typo from " " to " ".

L4D1 Coop & Survival & Versus:
Undocumented changes
 * Set the claw viewmodels for the L4D1 SI to the proper L4D1 models for L4D1 Versus.
 * Disabled water slowdown for L4D1 Survival [sic].
 * Defibrillators now convert to pain pills instead of medkits; previously, when converted to medkits the game kept trying to spawn more defibs which led to an over-saturation of medkits.
 * Changed noise levels for running and talking to their values from L4D1; this will make it slightly harder for Common Infected to notice Survivors, like their L4D1 counterparts.
 * Changed to use much more accurate L4D1-like looking ragdolls.
 * Set " " to 1 for L4D1 Coop & Survival.