0.5.6 has finally been released!!
Development stagnated for a while, but luckily it's finally picking up again. A big thanks to all the team members on both the P2CE and Momentum teams that helped make this possible!
Implemented Direct3D 11 rendering backend (Thanks, Momentum!)
Added
prop_testchamber_sign
entityAdded AbsoluteVelocity KeyValue to
trigger_catapult
Improved filtering and modifiers for lasers and related entities
Added inputs to
logic_playerproxy
to give the player a Portal GunAdded
Open
andLocked
KeyValues toprop_testchamber_door
Added recolorable portals
Added
PortalColor
andPortalAlternateColor
material proxiesAdded scriptable primitives to Hammer
Improved
ss_force_primary_fullscreen
Cleaned up
demoui
Panorama now prioritises loose files over
panorama.pbin
when launched with-dev
Enabled Panorama Debugger
Ported improvements from live Portal 2
Allowed view-models to be affected by
env_projectedtexture
Improved Advanced Video settings
Others will arrive next update
Fixed
point_viewcontrol
and spawn origin onsp_a3_01
Fixed underground footstep sounds on grates
Fixed
phys_ballsocket
constraint not spawning when Entity 2 is set to itselfFixed sound stopping when
vgui_movie_display
starts playingFixed audio randomly muting
Fixed crouch animation speed
Fixed crash when walking through portals with the Gravity Gun
Fixed co-op portals getting fizzled when looking at them
Fixed normal directions for the Sculpt Push tool in Hammer
Fixed turrets not collding with clips and NPC clips
Fixed
player_weaponstrip
not properly hiding the view-modelFixed Portal 1-style crosshair not fading into screen fade
Fixed mouse cursor not showing up on the Pause Menu
Re-added
valve.rc
to fix potentially broken user configsFixed Linux launch script so it can probably handle spaces in paths
Remove redundant
vphysics_client
libraryModified
vphysics
library to not depend ontier0_client
andvstdlib_client
Removed weird sym-linking logic from the Linux launch script