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!” ...
0.9.38 Changelog
Hi all! This update is mostly engine stability improvements, and may be our last 0.9.x release before 0.10.0. If you’d like to test out the upcoming 0.10 changes check out the 0.10.0pre branch on Steam, though be aware it’s still quite buggy, and lacking in maps. Added (4) Added Blender-style middle mouse camera control to Hammer’s 3D viewport. Middle mouse now rotates the view, and holding shift pans the view Added command jpeg360 for capturing 360 screenshots Added cvar_dump command to dump cvars and commands to a JSON file Added soundscape parent file field in Hammer Soundscape Browser Fixed (10) Added aliases snd_musicvolume and snd_menumusic_volume for new the ConVars snd_volume_music and snd_volume_menumusic for backwards compat with old sound scripts Fixed Hammer Soundscape Browser filtering not selecting the right item Fixed a Hammer crash when reading malformed textures Fixed ambient sounds and music being spatialized in the Hammer Sound Browser Fixed crash when a func_clip_vphysics fails to create its vphysics object Fixed player endlessly spinning after turning camera Fixed regression where certain soundscapes would not play Fixed some maps with displacements not having collision Player entity endlessly spinning when looking around (game/issues/2218) Reading certain textures fails after latest update (game/issues/2223) Improved (4) Hammer Go To dialog now handles inputs with commas and tabs Hammer Run Map Expert dialog internal content can now be resized Reverted change making Tools Mode UI not appear on first open Reverted change removing Hammer Remote Shell (backend functionality for map_edit)
0.9.37 Changelog
Added (6) Added Hammer command hammer_history_clear Added Panorama CUiComponent_SteamOverlay functions OpenGameOverlayAchievements, OpenGameOverlayCommunity, OpenGameOverlayFriends, OpenGameOverlayOfficialGameGroup, OpenGameOverlayPlayers, OpenGameOverlaySettings, OpenGameOverlayStats, and OpenGameOverlayStore (upstream from Revolution) Added support for ZSTD compression to VTF v7.6 Added support for browsing Soundscapes in Hammer Added support for new lines and tabs to point_worldtext Added volume slider to Hammer Sound Browser Fixed (18) Compressed VTFs will now load correctly if they have less than the maximum amount of mip levels Fix parsing semi-bold font weights Fixed Hammer autosave error dialog showing up multiple times Fixed Hammer truncating long file names when reporting file parsing errors Fixed a rare Hammer crash when reading VMFs that have a key or value that sits on a file read chunk border Fixed audio being spatialized in the Hammer Sound Browser when it shouldn’t be Fixed crash in Hammer when viewing a material using solid energy refract Fixed crash on exit in bspzip Fixed crash on some older maps with displacements Fixed cursor being recentered even when the game isn’t focused on Linux Fixed exclusive fullscreen mode not entering fullscreen in some cases Fixed hammer pinning one thread to 100% Fixed occasional Faceposer crash when selecting an invalid file Fixed occasional Hammer crashes related to undo and redo in the Face Edit dialog Game failing to detect monitor refreshrate (game/issues/1790) Malformed VTF compression info resources (AXC) will no longer potentially crash the game on load PBR and PaintBlob shader now respect configured texture in env_projectedtexture surf_illusion stage 4 buffer overflow in heap block crash (game/issues/2213) Improved (10) HLMV will now always show both regular File Open and Steam File Open regardless of if -OldDialogs is used Improved docdump output Material browser now does not squish tall textures The Hammer Console now handles end lines and other non-standard content a little better The Hammer Console now uses a monospaced font for all text The commands cl_soundscape_flush, playsoundscape, stopsoundscape, cl_soundscape_printdebuginfo, and cl_ss_origin can now be ran from the Hammer Console The commands echo, cache_print, cache_print_lru, cache_print_summary, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundemitter_spew can now be ran from the Hammer Console The commands mat_configcurrent, memory, and stat_memory can now be run from the Hammer Console Updated dxvk to v2.4.1 Viewmodel lag now works properly with world mirroring
0.9.36 Changelog
Added (3) Added DevUI windows cl_anim_debug and sv_anim_debug Added animation event AE_SV_SET_SKIN to control server side model skin Added animation events AE_SV_ENABLE_BODYGROUP, AE_SV_DISABLE_BODYGROUP, and AE_SV_BODYGROUP_SET_VALUE to control server side model bodygroups Fixed (8) Fixed a Hammer crash related to renaming visgroups Fixed a crash related to Steam avatars when offline Fixed a crash when precaching sounds after running sv_soundemitter_flush Fixed a few renderer crashes Fixed certain commands related to controlling demos being recorded by demos Fixed game crashing when changing display mode without opening panorama video settings Fixed the startdemos command not working Properly fire OnDamaged output for buttons without requiring damage activation spawnflag Improved (5) Bumped MAXSTUDIOFLEXCTRL to 128 Enabled HW morph by default Main window on Windows 11 now uses square corners Raised MAXSTUDIOFLEXVERTS to 65536 Title bar on main window now follows system dark mode
0.9.35 Changelog
Added (8) Added Hammer commands hammer_history_list, hammer_history_undo, and hammer_history_redo Added $ParallaxDither parameter to PBR shader to enable/disable dithering Added $ParallaxScale parameter to scale the number of PBR parallax steps. This can be expensive if you’re not careful! Added a Find All button and Results list to Hammer’s Find and Replace dialog Added automatic mount reordering based on the assets the current map references. Use host_map_mount_order_detection to enable/disable. Added support for Hammer Qt themes via the -theme launch argument. (See hammer/resource/themes/dark.kv for an example) Print sound’s active channel when snd_report_start_sound is enabled Replaced Hammer’s Message Window with a new Qt Console window that can run commands and set convars Fixed (11) Fixed brush entities not rendering correctly on defrag ports Fixed Hammer Go To dialog ignoring angle arguments and not allowing angle only movements Fixed Hammer maps loaded as autosaves or via -map showing black viewports until reloaded Fixed Hammer’s game config selector not adhering to the active Qt style Fixed a bug where a VMF could be opened before Hammer was done loading Fixed a few Particle Editor crashes Fixed a rare crash related to sound loading Fixed crash-on-exit in Hammer when running it in wine Fixed matrials with missing texture not reloading properly in hammer Fixed some entity output delays firing one tick earlier than in other games Fixed some similarly delayed entity outputs not firing in the expected order Improved (7) Added support for JavaScript module loading in Panorama Allowed the commands path, path_file, fs_printopenfiles, and fs_warning_level to be run from Hammer’s Console Improved hammer’s Qt console Improved performance of VGUI text overlays Panorama can consume typescript files directly Ported the Hammer Search Replace dialog to Qt Updated V8 to 12.9