Extraido de el foro oficial de fortress forever:
* Fixed normal explosion sound being played on top of buildable explosion sound.
* Fixed suicide logic from running when player is already dead.
* Fixed score overflow at 32k by increasing size of networked score variable.
* Fixed missing voice hud icons.
* Fixed player:AddHealth function so it returns expected value. This fixes bug where you can pick up all ammo and armor bags if you weren't full health.
* Fixed display is + negative fort points(ie + -100)
* Fixed voice column to show chat on/off icons for other teams.
* Fixed # leaving off the rest of the string in chat messages if not matched to a localized string.
* Fixed disguise "enemy" to choose a random enemy team.
* Fixed infection/heal sound to play at appropriate times.
* Fixed kill/death messages not showing/tracking.
* Fixed tickrate 66 clamp.
* Fixed death view slant.
* Fixed %l displaying wrong team.
* Fixed medkit hit/infection sounds to play properly.
* Added client side spawn weapon cvars to control what weapon you equip on spawn.
* Added small spinup to AC so it no longer shoots immediately(and no heat buildup during spinup)
* Added buildable & grenade flags to the base trigger class & .fgd
* Added a progress bar to spy disguising.
* Changed to no blood shooting disguised teammates when ff is off.
* Changed AC to reduce HW speed when firing(and not dependent on charge level).
* Changed grenade and pipe damage radius up a bit
* Changed water exiting push force up a bit.
* Changed decals not to draw on players & buildables. Pretty certain this accounted for a majority of client crashes.
* Changed a bunch cvars people were using as cheats to cheat.
* Changed backpacks to non solid to fix them from blocking doors/elevators.
* Changed messagemode and messagemode2 binding to support auto starting the chat message. Ie, bind p "messagemode 2" will begin the chat mode with 2 already in the chat box.
Spawn Weapon Cvars
* cl_spawnweapon_scout - default nailgun
* cl_spawnweapon_sniper - default sniperrifle
* cl_spawnweapon_soldier - default rpg
* cl_spawnweapon_demoman - default grenadelauncher
* cl_spawnweapon_medic - default supernailgun
* cl_spawnweapon_hwguy - default assaultcannon
* cl_spawnweapon_pyro - default flamethrower
* cl_spawnweapon_engineer - default railgun
* cl_spawnweapon_spy - default tranq
* cl_spawnweapon_civilian - default tommygun
Valid options are: crowbar, medkit, knife, spanner, shotgun, supershotgun, nailgun, supernailgun, grenadelauncher, rpg, sniperrifle, railgun, flamethrower, assaultcannon, autorifle, tranq, pipelauncher, ic, tommygun, deploysentrygun, deploydispenser, deploydetpack, tommygun, umbrella
New chat macros
%d - disguise team and class
%i - name of last person in crosshairs
%sh - sentry health
%sa - sentry ammo
%sv - sentry level
%sl - sentry location
%dh - dispenser health
%da - dispenser ammo
%dl - dispenser location
%pf - detpack fuse time
%pl - detpack location
Added # color markup for chat messages.
0 - ORANGE
1 - BLUE
2 - RED
3 - YELLOW
4 - GREEN
5 - WHITE
6 - BLACK
7 - GREY
8 - MAGENTA
9 - CYAN
^ - terminates last color
1blue2red3yellow4green5white6black7grey8ma genta9cyan0orange
Nested shiz
1t2a3s4t5e 7t8h9e rainbow
disable with cl_chat_colorize 0
cl_chat_color_default sets default chat message color(defaults to current orange). it's a string, and takes an RGB, so
cl_chat_color_default "255 170 0"
[/i]
Fuente: http://fortress-forever.com/forum/showthread.php?t=12260