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Serious Sam 3 Update Released

Product Update - Valve
26 nov 2012
- Added a script that offers to automatically install libpci.3 on linux if it is missing.
- Fixed graphics corruption under OpenGL if game is minimized or "alt-tabbed" while it is loading content.
- Fixed screen-shot grabbing and manual save-game thumbnails not working under OpenGL.
- OpenGL library can now load even if some vendor dependent functions are missing.
- X11 libraries on Linux are now dynamically loaded, so game can properly report and error if something is missing.
- Dedicated server on Linux no longer requires X11 to be installed.
- Fixed problems with filenames of wrong case that happened only with Linux dedicated server.
- Full support for language packs in Workshop. Language mods can now work even in pure (non-moddable) version of the game, and don't require any customization from user side. Just subscribe to them.
- Workshop packages menu is now also available in non-moddable version of application (this allows enabling/disabling of language packs).
- User is now properly notified when Steam Workshop content download fails.
- Fixed issues that might have prevented some user accounts from uploading to Workshop.
- SeriousEditor now displays Steam Workshop sync progress in status bar.
- Upload to Steam Workshop command is no longer available until Steam Workshop sync is finished. Previuously, it locked up the application.
- Fixed an issue causing clients to always see weapon change on HUD at game start.
- Fixed a lockup happening if spectator cameras are linked in a closed loop. This only happened with user-made levels.
- Weapon change attempt is now correctly being indicated on HUD if performed during sprint.
- Fixed popup menus in Serious Editor sometimes going off the bottom of the screen in multimonitor setups.
- Fixed duplicate directory entries being shown in Serious Editor in file browsing for directories inside user-made .gro files.
- Added vertex merge when importing fbx meshes.
- Added facilities in Serious Editor to automate editing on entities from console scripts.
- Added cfuncs edtGetMemberValue(strUserDataPath) and edtSetMemberValue(strUserDataPath, value) used to change entity properties.
- Added cfunc edtSelectEntityPropertyByID(iEntityID).


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