Portal 2: Community Edition - November 14th, 2024 Update
Additions (21)
Added animation event
AE_SV_SET_SKINto control server side model skinAdded animation events
AE_SV_ENABLE_BODYGROUP,AE_SV_DISABLE_BODYGROUP, andAE_SV_BODYGROUP_SET_VALUEto control server side model bodygroupsAdded automatic mount reordering based on the assets the current map references. Use
host_map_mount_order_detectionto enable/disableAdded
bootsbodygroup name support for custom player modelsAdded
cl_player_render_in_shadows_viewcommand to cast player shadows from projected textures and CSM in first-personAdded
cl_portal_crosshair_scalefor scaling the crosshairAdded ImGui themes
strataandvgui_greenAdded ImGui theming support
Added ImGui windows
cl_anim_debugandsv_anim_debugAdded mountinfo executable to print search paths used by the game
Added
OnActivatedandOnDeactivatedoutputs toprop_weighted_cubeAdded
$ParallaxDitherparameter to PBR shader to enable/disable ditheringAdded
$ParallaxScaleparameter to scale the number of parallax steps. This can be expensive if you're not careful!Added
snd_thread_mode 2for updating audio separately from the main threadAdded support for
$basetexturetransformto VRAD-textureshadowsAdded support for new lines and tabs to
point_worldtextAdded support to VRAD for L4D1/ASW static prop models (those using
.vtxinstead of.dx90.vtx)Added VBSP flag
-upgradeversionwhich upgrades an existing BSP to Strata Source BSP version 25Expose
npc_rocket_turretlock-on time and cooldown time as keyvaluesPrint sound's active channel when
snd_report_start_soundis enabledWhen player is noclipping and
player_held_object_use_view_modelis the default value, use viewmodel grab to carry objects through walls
Fixes (52)
Audio pitch will no longer be modified when
host_timescaleis not equal to 1 and cheats are disabledChanged
npc_rocket_turretdefault lock-on time and audio to match Portal 1Compressed VTFs will now load correctly if they have less than the maximum amount of mip levels
Fixed a crash related to Steam avatars when offline
Fixed a crash when giving NPCs portal guns
Fixed a crash when precaching sounds after running
sv_soundemitter_flushFixed a few Particle Editor crashes
Fixed a few renderer crashes
Fixed a rare crash related to sound loading
Fixed an uncommon crash when loading into maps with a compressed entity lump
Fixed backslashes not working in older BSPs, and increased the entity lump version to 1
Fixed being unable to switch back to default DevUI theme in the menu bar
Fixed certain commands related to controlling demos being recorded by demos
Fixed crash in the particle editor when attempting to add new item to the root particle node
Fixed crash on exit in bspzip
Fixed crash on exit when the mod is missing
challenge_maplist.txtFixed crash on save restore after death
Fixed crash on some older maps with displacements
Fixed crash related to loading a map that uses templates from a save file
Fixed crash related to NPCs dying with an invalid ragdoll model
Fixed crash when a vehicle fails to initialize its physics body
Fixed crash when disconnecting from splitscreen game
Fixed crash when loading malformed or missing VCDs
Fixed crash when
npc_combineattempts to attack without a held weaponFixed crash when running a script in the DevUI script console without having loaded into a map prior
Fixed crosshair scaling with
cl_portal_crosshair_scaleFixed cursor being recentered even when the game isn't focused on Linux
Fixed duplicate extensions being appended to tool modules in the tool load dialog
Fixed exclusive fullscreen mode not entering fullscreen in some cases
Fixed Faceposer locking up on startup
Fixed fall damage not working from load/save when unequip boots
Fixed
func_movelinearsounds getting stuck looping forever if interrupted or removedFixed
func_tracktraingetting stuck when not usingInstantaneouslyFixed game crashing when changing display mode without opening Panorama video settings
Fixed issue in the particle editor on Linux related to adding new operators
Fixed paint stretching
Fixed props not rendering at
(0, 0, 0)Fixed rare crash when standing on displacements
Fixed
setangnot working when paused withsv_alternateticksFixed some displacements in older maps having no collision when
traceray_force_vphysicsis enabledFixed some quirks with command line arguments
Fixed the
startdemoscommand not workingFixed
trigger_lookfiring whenever touchedFixed vbspinfo not extracting lumps
Fixed WebM recordings encoding incorrectly
Increased value of
sv_max_allowed_developerto 99Increased value of
sv_max_allowed_net_graphto 99Malformed VTF compression info resources (AXC) will no longer potentially crash the game on load
PBR and PaintBlob shader now respect configured texture in
env_projectedtextureProperly fire
OnDamagedoutput for buttons without requiring damage activation spawnflagRe-enable
mat_buffered_primitivesby default on Linux. This may result in a small performance boost+slowtimemust now be explicitly enabled by mappers to be used
Improvements (21)
Admin only commands now respond with an error if ran by a non-admin
Allowed vbspinfo to extract from multiple BSP files at once
Bumped MAXSTUDIOFLEXCTRL to 128
Enabled HW morph by default
env_spritetrailno longer draws a segment where it teleportedImproved performance of VGUI text overlays
Improved reliability of networked messages referring to entities
Main window on Windows 11 now uses square corners
mat_picmipnow allows its full -10 to 4 rangeMoved
func_movelinearsound handling to client sideRaised MAXSTUDIOFLEXVERTS to 65536
Reduced VRAD memory utilization when using
-textureshadowswith multiple materials that refer to the same textureReplaced
dumpentityfactorieswithcl_dump_entity_factoriesandsv_dump_entity_factoriesReplaced
dumpentitynamespaceswithcl_dump_entity_namespacesandsv_dump_entity_namespacesReplaced
dump_entity_sizeswithcl_dump_entity_sizesandsv_dump_entity_sizesReplaced
host_threaded_sound 1withsnd_thread_mode 1Slightly decreased memory usage
Title bar on main window now follows system dark mode
Unified the
autosaveandquicksavegame events intogame_savedUpdated DXVK to
v2.4.1Viewmodel lag now works properly with world mirroring
Hammer (33)
Added a Find All button and Results list to Hammer's Find and Replace dialog
Added FLAC and Ogg to Hammer's Sound Browser for raw files
Added Hammer commands
hammer_history_list,hammer_history_undo, andhammer_history_redoAdded modelbrowser-like search mode to the Texture Browser
Added MP3, FLAC, and Ogg preview support to Hammer
Added new icons for
phys_constraintandphys_slideconstraint(Thanks TwoKrazy!)Added support for Hammer Qt themes via the
-themelaunch argument. (Seehammer/resource/themes/dark.kvfor an example)Allowed negative noise in the displacement noise dialog
Allowed the commands
echo,path,path_file,fs_printopenfiles,fs_warning_level,cache_print,cache_print_lru,cache_print_summary,sv_soundemitter_filecheck,sv_findsoundname, andsv_soundemitter_spewto be run from Hammer's ConsoleDouble clicking an item in the Sound Browser will close the dialog with that selection being returned
Fixed a bug where a VMF could be opened before Hammer was done loading
Fixed a Hammer crash related to renaming visgroups
Fixed crash-on-exit in Hammer when running it in Wine
Fixed Hammer Entity Report dialog selecting multiple entities
Fixed Hammer Go To dialog ignoring angle arguments and not allowing angle only movements
Fixed Hammer maps loaded as autosaves or via
-mapshowing black viewports until reloadedFixed Hammer window title being H
Fixed issue with dynamic mounts in Hammer when running in Wine or Proton
Fixed matrials with missing texture not reloading properly in Hammer
Fixed occasional Hammer crashes when changing targetnames or undoing, related to entity IO
Hammer game configuration dialog will now repopulate entity dropdowns when FGD list changes
Hammer now uses the same audio system as the game. This allows rndwave, sound operators, and more to function correctly
Image preview in Hammer now applies
$colorvalue in linear spaceImage preview in Hammer now shows all
$baseTexturesthat a material hasImproved models for
prop_indicator_panelandprop_testchamber_sign(Thanks TwoKrazy!)Ported Hammer's Paste Special dialog to Qt
Ported Hammer's Run Map Configurations dialog to Qt and added "Move Up" and "Move Down" buttons
Ported Hammer's Run Map Expert dialog to Qt
Ported Hammer's Search Replace dialog to Qt
Ported Hammer's Sound Browser to Qt
Ported Hammer's Texture Browser and Texture Replace dialog to Qt
Replaced Hammer's Message Window with a new Qt Console window that can run commands and set ConVars
Updated HammerAddons Postcompiler
Panorama (9)
Added Panorama achievements API
Added save-restore API for Panorama
Added support for JavaScript module loading in Panorama
Exposed
$.SystemInDarkMode()function to Panorama to query system dark theme statusFixed
-consoleshowing the VGUI console in Panorama mode, and not working with the Panorama consoleMade width/height key on the root SVG element optional. Dimensions can now be parsed from the
viewboxattributePanorama can consume TypeScript files directly
Panorama will now load
resource/game_language.txtinstead of exclusivelyresource/p2ce_language.txtUpdated V8 to
12.9
VScript (13)
Added
ApplyForceandApplyForceOffsettoCBaseEntityAdded
GetButtons()VScript method toCBasePlayerclassAdded
IN_flags to VScriptAdded
IsBSPModelVScript functionAdded
MoveTypeandMoveCollideenums to VScriptAdded a bunch of methods to
CBaseAnimating. Please just look at the wikiAdded VScript methods for setting move type and move collide:
CBaseEntity::SetMoveTypeCBaseEntity::GetMoveTypeCBaseEntity::SetMoveCollideCBaseEntity::GetMoveCollideAdded VScript methods for setting/getting the collision group:
CBaseEntity::GetCollisionGroupCBaseEntity::SetCollisionGroupAdded VScript parenting methods:
CBaseEntity::SetParent,CBaseEntity::SetParentWithAttachmentFixed crash on map exit in maps that use VScript
Fixed crash when using
SendToPanoramain VGUI modeFixed memory leak with
CGameTraceobjectsThe Portal 2 transition VScript is no longer forcibly instantiated loading v25 maps