Portal 2: Community Edition - 0.7.4 released to default, playtest_beta and nightly branches. The previous_version branch has been updated to 0.7.3.
Game changes:
Marked
mounts.kv
as a user config, updates will no longer reset itCleaned up the default cvar config
Cleaned up keybind configs
Added more default keybinds (e.g.
+speed
mapped to shift)Fixed controller config cvar names
Reimplemented
joy_invertx
cvarDo not mount platform path from code, rely on gameinfo.txt
Reduced startup times on Linux
Removed togl
Fixed most pixelsurfs
Fixed pixelwalking
Added sub-frame mouse interpolation for game ticks
Ensure engine uses latest tick interval for physics
Fixed phony mouse movement using
m_rawinput 0
at low frame ratesUngrab and unhide the cursor when showing message boxes
Do not colorize terminal output if terminal does not support it
Hid internal
building_cubemaps
cvarReset
sv_skyname
on map changeDo not print the syntax of some test commands as an error
Removed ent_fire autocomplete console spam
Do not attempt to fix double
materials/
material pathsDo not cut off first character in vtf path if second character is a slash
Fixed
setmodel
command crashing game when model is not precached, and other associated problems with setting unprecached models on entitiesRemoved duplicate launch scripts (
p2ce_panorama.bat
,p2ce_panorama.sh
)Removed
LightedFloorButton
proxy from floor button materialsMarked Portal color cvars as archive, will not force-reset between maps
Entity changes:
Made it possible to change the models of various Portal entities: • All floor buttons • prop_button • prop_under_button • prop_glados_core • npc_security_camera • npc_rocket_turret • prop_linked_portal_door • prop_exploding_futbol
prop_glados_core uses Portal 1 model and animations
Progress bars on test chamber signs begin at 0 instead of 1
Shells are ejected from guns when firing
Fixed logic_playmovie not firing
OnPlaybackFinished
Added
OnArrivedAtNode
output to func_tracktrainSetting a negative speed on func_tracktrain causes it to go backwards
When an entity passes a trigger's filter fire StartTouch
When an entity no longer passes a trigger's filters fire EndTouch
Removed
SetBloomScaleRange
from env_tonemap_controllerFixed flashlight not turning off entering a vehicle
Added
item_boots
modelAdded missing vtx file for a speaker_system model
Removed env_outtro_stats
Removed duplicate startdisabled kv on some triggers
Skip writing lights with
_removeaftercompile
keyvalue to worldlights lumpDo not force-play portal gun fizzle animation if it's not currently held
Allowed paint blobs to push physics props
Force env_bubbles to be invisible (functionality remains the same)
Fixed env_surface_teleport sometimes not functioning properly
Added spawnflag for interacting with explosive projectiles to triggers
Added keyvalue for whether trigger_gravity persists
VGUI changes:
Updated game logo
Fixed Ctrl + Left Arrow moving input cursor to the end of the previous word, not beginning of line in text inputs
Enabled current paint indicator on paintgun UI by default
Panorama changes:
Moved Panorama to a public GitHub repo (https://github.com/StrataSource/p2ce-panorama-ui )
Fixed pressing enter in console activating buttons
ChaosAvatarImage
internal image takes up full dimensionsAdded triple monitor mode from CS:GO
Removed legacy V8 Windows XP handling
Set
ChaosHudBlurTarget
to disabled if not blurringForward slider settings from ChaosSettingsSlider to its internal slider
Removed empty demoui files from Panorama
Added several base Panorama files to platform
Unhid
panorama_dump_deny_input
cvarUnhid
panorama_render_stats
cvarRemoved the
@
sign from the beginning of Panorama cvarsImplemented class selectors
Removed obnoxious asterisks from layout parsing errors
Removed requirement to have an empty vanity element in mainmenu.xml
Tools changes:
Added Hammer install script for Linux (
sdk_tools/install-hammer.sh
)Fixed faulty Hammer logic when reading invalid characters in VMF files
Added attachments preview to Hammer model browser
Added compatibility with CompilePal
Only colorize output in Hammer map launcher window if terminal supports it
Removed duplicate
srctools.vdf
fileSet postcompiler studiomdl path by default
Added
bspfix
tool: can remove assets already included in game or mounts, and list AppIDs used by the bsp
VScript changes:
Added
CreateEntityByName
function (allows passing of kvs to ent)Boud
SURF_*
andCONTENTS_*
flagsAllow scripts to be ran from platform
Graphics changes:
Added new VTF version 7.6, which allows image to be compressed using DEFLATE • On most compression levels average compression ratio is ~0.1
Added
mat_tonemapping_occlusion_use_stencil
to default video configDo not use fastpath rendering for opaque colored brush models
Enabled noise in the engine_post shader
Fixed DX11 SDK layer exiting game
Will no longer create morph debug textures in release
Fixed mipmap size calculation for compressed textures
Sky occlusion materials use depth write material without bias enabled
Only warn about material proxies failing to bind to an entity once
Do not warn about material proxies in particle systems
Cap FPS and
fps_max
cvar to reasonable limit (1000)Fixed user data size not being set in VLG shader
Fixed water splash particle z-fighting
Fixed ropes not rendering when the wrong shader is specified in the material
Ensure reflection direction is normalized in PBR shader
Added frame vars for PBR shader (DX9, DX11)
Added parallax corrected cubemaps to PBR (DX11 only)
Use static prop baked lighting data in PBR shader (DX11 only)