Portal 2: Community Edition - 0.8.0 released to default, playtest_beta and nightly branches. The previous_version branch has been updated to 0.7.5.

Game changes:

  • Added Volt (VPhysics wrapper for Jolt)

    • Enable it by adding -jolt to your launch arguments

  • Added sentry integration for automatic crash dump uploads

  • Fixed incorrect entity deletion over level transitions

  • Exposed sv_rollangle and related as cheats

  • Simplified SendTable sorting algorithm

  • Third-person camera is smoother when snapping to angles

  • Exposed cl_draw_player_model

  • Added a cinematic camera toggleable with cam_smooth

  • Strip more CS:GO code from P2CE

  • Fixed VGUI looking in bin/<os>/ for the platform folder

  • Use stderr for debug strings on Linux

  • Re-encoded all webm videos in p2ce/media/

  • Added bik -> webm PowerShell converter script

  • Added elevator frame section armless model

  • Added autumn foliage assets

  • Reverted game instructor font to Portal 2's (die Stratum 2)

  • Remove AI upscaled duct texture

  • Added HL2/EP1/EP2 vehicle scripts, weapon scripts and new weapon manifest

  • Added skill configs and skill manifest from HL2/EP1/EP2

  • Make Black Mesa maps loadable

  • Weapon manifest is now loaded from the MOD path, and only when necessary

  • Removed support for encrypted weapon scripts

  • Allow empty ChapterBackgrounds.txt instead of falling back to background01

  • Removed +mat_dxlevel, et al restrictions from launcher

Entity changes:

  • Fixed NPCs not being able to fire weapons

  • Don't link base weapon classes to entity name and don't precache them

  • Removed textures making the super physgun white

  • Updated Schrodinger cube model

Panorama changes:

  • Added commands to print, wipe, reload, and save persistent storage

  • Fixed text wrapping and label sizing

  • Move fonts.conf to platform and strip CS:GO stuff from it

  • Background maps now fully work with Panorama

  • Added MapLoaded and MapUnloaded events to allow it to fade out to the background map

Hammer changes:

  • Fixed About dialog

  • Fixed crash on shutdown

  • Pulled in latest AngelScript changes

  • Set model compiler in postcompiler back to studiomdl

Graphics changes:

  • Implemented multiple views support for DX11

    • Hammer should work with DX11 now

  • Added distort and hologram render effects

  • Fixed 4wayblend shader trying to use non-existent texture

  • Ungrab cursor on shader error on Linux

  • Use a better algorithm to pack lightmaps

  • Added BC7 format for VTF, re-enable ATI1N and ATI2N formats

  • BCn can be encoded on Linux now

  • Make BCn -> RGBA8888 conversion faster

  • Texture loading no longer fails with lightmapped_4wayblend shader on DX11

  • $seamless_scale now behaves correctly on angled surfaces

  • Added $seamless_scale to lightmappedgeneric and other relevant shaders on DX11

  • Fixed static prop runtime lighting calculation

  • Use SIMD accelerated conversion for RGBA8888 based image formats