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