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I don't know the reason but's hilarious and annoying at once.
I’ve never personally worked with Bitsquid since it’s proprietary, but I’ve encountered similar problems with other engines.
Furthermore, the fact that the developers likely possess limited technical knowledge and inadequate QA could spell disaster.
Otherwise, they would opt to learn Unreal Engine or one of Sony’s proprietary engines, which are significantly superior to what we have received.
I can get how a bad engine could cause regression in more complex aspects, like networking or physics simulations, but a literal if statement ain't the engine unless it's an actual abomination.
While the players' version of the game would receive patches for bugs, these weren't applied to the developer version in parallel. Of course this meant that with every major content update, the bug fixes were effectively rolled back.
Is it actually confirmed they are working on SVN? Everything I have ever worked on has been on Git, and the only time I ♥♥♥♥♥♥ up badly was when I literally didn't read anything and just chose my local (outdated) branch during a merge. To me that feels like the only way to do really silly regressions like what we have in this patch.
Often times these previous fixes can be some obscure line of text across thousands of lines of code and sometimes (more likely) they're complex and fixes are littered across various different areas working together to make a fix so it's not as obvious.
This is always the case with all games and not just HD2 which is why releasing new content takes longer and longer because each new major update needs to be cross-referenced with the content before it.
Other games have ran across this problem also that's why in significantly older games certain older weapons, heroes, functions, etc. are just outright locked so players can play with the newer content after which some Dev scrolls through the older code to figure out what happened then patch it.