0.5.5 has been released!
This is a big one.
Hammer
* Added "3D Portalable Viewport"
* Added filter to sequences tab in model browser
* Improved filtering for all filter text-boxes (Now supports wildcard * and is space separated)
* Added ability to set a model's animation from the model browser as the prop's default animation
* Added setting to General Options to enable / disable whether or not empty visgroups should automatically be deleted
* Added setting to General Options to enable / disable a warning that pops up when carving with a brush of more than 6 sides
* Added button to visgroups editor to delete all empty visgroups manually
* Added checkbox to disable VertexLitGeneric materials showing in texture browser
* Fixed "2D Logical" background color bug
* Fixed model browser not scrolling to the selected item
* Fixed modelscale not rescaling the model in hammer
* Model Browser and Particle Browser are now maximizable
* Added new P2CE theme to Model Browser and Particle Browser
* Moved "Move Selected Objects to Visgroup" option from View to Tools tab
* Hammer now uses a better folder picker when picking folders
Changes ported from Momentum's Hammer We ported everything, which is a lot. Here are the highlights:
* Added keybind editor
* Added viewport color editor
* Make Color-picker Keyvalue fields recolor its field with the selected color
* Hammer now stores brush vertex coordinates in the vmf. This solves the floating point precision error for complex, off-grid brushes on repeating map-loads
* Unknown textures now use the iconic purple/black checkerboard pattern in texture browser
Crosshair
* Added cvar portalgun_crosshair_mode. 0 = Portal 2 mode | 1 = Portal 1 mode
* Fixed Portal 2's crosshair being always filled when holding the single-portal-gun
vgui_movie_display
* Added keyvalue "noscanline" to disable the scanline overlay
* Added keyvalues to set the UV min/max coordinates directly, instead of having to use inputs
* Videos no longer restart when pausing the game
* Videos can now play audio (The sound comes from everywhere and doesn't respect volume. This is an early implementation)
Panorama
* The engine is now able to load panorama code. There is no panorama UI yet, so the game will default to VGUI, but the functionality is there
Other
* Added -V parameter to vpk.exe to select which VPK version should be used
* vpk.exe no longer strips _dir from single-chunk VPKs
* The game now saves files into the modwrapper's directory instead of P2CE's
* Added volumetric gaussian blur and downsample to alleviate jaggedness issue
* Linux improvements and fixes
* Added some Half-Life 2 compatibility
* Much internal cleanup