Portal 2: Community Edition - March 11th, 2024 Update
Additions (16)
- Added a status indicator for validity of autosave paths in the Hammer options dialog
- Added an overlay plane when using Hammer's Clipping Tool
- Added 'buildambientcache' concommand to pack ambient light cache into BSP
- Added 'enable' key to 'mounts.kv', to allow entries to be selectively disabled
- Added new launch arguments, '-display' to select which monitor the game will start on, and '-adapter' to select which GPU the game will render with
- Added new VProf UI, perf counters UI and VProf report generator UI. The old VProf tree UI has been removed in favor of the new UI
- Added 'packed_files_list' to view files packed into the BSP
- Added PBR parallax dithering to smooth out the appearance of layers
- Added 'strata' and 'vgui_green' themes for ImGui
- Added support for AVX/AVX2 (and other modern x86 extensions) in VRAD. If your processor doesn't support it (or if you pass '-noavx'), it will fallback to a more generic version of VRAD
- Added support for continuing demos recordings after disconnect (Requires 'demo_autorecord 1')
- Added support for Ogg and FLAC audio files
- Added theming support for ImGui
- Allowed custom models on 'prop_wall_projector', 'prop_tractor_beam', 'prop_personality_core', 'prop_glass_futbol_spawner', 'prop_glass_futbol', 'prop_glass_futbol_socket'
- Fixed Schrödinger cube trying to create its particle each time it was updated
- Running in tools mode will now display '[Tools Mode]' in the window title
Fixes (43)
- Added '$usecolor' to 'paintblob' shader. Allows settings '$color' and '$alpha'
- Fixed a bug causing 'ambient_generic' to not use the correct source entity when played using the Toggle input
- Fixed a bug preventing 'ambient_generic' entities without the 'Start Silent' flag from playing
- Fixed a crash on exit related to in game videos
- Fixed a rare crash related to triggers failing to access gamerules
- Fixed a rare crash related to view PVS
- Fixed an issue in Legacy UI where changing your persona with a large amount of friends could cause the game to hang
- Fixed 'BecomeShortCircuit' forcefully dropping the held entity, even if it's not a monster cube
- Fixed 'black' shader not respecting fog like it should
- Fixed certain datamodel files not loading on Linux
- Fixed console spam on vehicle 'ent_text'
- Fixed console spam relating to the portal gun
- Fixed crash when creating a prefab in Hammer
- Fixed crash-on-exit in most utilities on Linux. This was a harmless crash, but annoying nonetheless
- Fixed CSM fading out unintentionally on PBR brushes
- Fixed displacement carve normal direction combobox not having expected entries
- Fixed DX11 swapchain creation failing in some cases
- Fixed dynamic game mounts when running under WINE
- Fixed file lookups on Linux occasionally failing
- Fixed Hammer 3D view selection not working properly with instances
- Fixed Hammer model browser stretching
- Fixed incorrect lighting on PBR shader in some cases
- Fixed issues with horizontally moving platforms in certain maps
- Fixed LightmappedReflective combo error
- Fixed materials being used for ropes and anything else simultaneously sometimes not being drawn (e.g. on surf_arcade)
- Fixed models in Hammer getting randomly colored when the entity didn't have 'rendercolor' KV
- Fixed occasional crash when breaking a turret
- Fixed occasional MaterialSystem deadlock when loading maps
- Fixed packing of certain files into VPKs with 'vpk.exe'
- Fixed Particle Editor crash when adding a new operator
- Fixed PBR parallax using texture coordinates from the layer below the correct one
- Fixed some objects not rendering in Hammer 2D views
- Fixed tools mode closing/swapping input when scrolling with the mouse
- Fixed 'trigger_changelevel' not working for HL2 maps (Thanks AlexEpisode!)
- Fixed vehicles crashing if their script is null
- Fixed VGUI 'movie_display_screen' trying to create a video material every frame when it fails to load
- Fixed Wheatley's flashlight in 'sp_s2_bts3'
- Fixed window size bug on Linux
- Fixed WVT and PBR materials not rendering properly when used on displacements
- Load 'gameevents.res' and 'modevents.res' from the MOD search path instead of GAME. Previously, custom folder and workshop addons could unintentionally break things
- Re-enable '$depthblend' in SpriteCard shader
- Use non-native file selector for instances when running Hammer under WINE
- Use the Strata icon for the engine instead of the old Chaos icon
Improvements (30)
- Added new categorization method for ImGui windows. Should be easier to navigate now
- Cleaned up some console spam
- Commands and ConVars marked as 'notindemo', but still present in older demos, can no longer be executed by demos
- Controller glyphs in VGUI menus are now based on controller Steam detected
- Creating displacement from brush entities in Hammer will now move the solid to world
- Hammer entity properties dialog will now set origin when creating brush entities
- Hammer Texture Browser now stores state of its filters
- Hid some potentially buggy debug console commands
- HLMV link mode now syncs light state and colors
- HLMV now uses the same audio system as the game. This allows sound operators and more to function correctly
- Improved behavior of 'vpk.exe' on Windows
- Improved compile times on models with large amounts of flexes
- Improved Hammer Entity IO stability
- Improved L4D1 and ASW model compatiblity
- Improved loading times for when using many search paths
- Improved performance when resizing the game window
- Improved support for MP3 audio files by replacing minimp3 with libsndfile
- Load 'dsp_presets.txt' from MOD path
- Load 'particles_manifest.txt' from MOD search path. This is to prevent workshop addons overriding it. The additional BSP-packed 'particles_manifest.txt' is unaffected by this change
- Marked most commands related to saving, loading, connecting, disconnecting, or map changing as 'notindemo'
- Merged 'client.dll' and 'client_legacyui.dll'
- Removed brickbat ConVars
- Removed 'npc_assassin'
- Removed the launch argument '-debugstartupscreen'
- Removed the requirement on 'materials/console/startup_loading.vtf' and 'materials/vgui/portal2logo.vtf' files
- Replaced most Hammer MFC message boxes with Qt message boxes
- SAPI phonemeextractor can now actually extract phonemes
- Static prop ambient light cache is now stored automatically, and '-storeambientcache' has been removed
- The ambient light cache is now rebuilt for changes in map revision
- The ambient light cache version has been increased to 3
VScript (5)
- Added ImGui based VScript consoles for server and client, for debugging purposes
- Added 'CBasePortal' with the following methods: 'GetPartner' 'GetPortalNumber' 'GetHalfWidth' 'GetHalfHeight' 'IsMobile' 'IsOpen'
- Added 'CPropPortal' (Inherits from 'CBasePortal') with the following methods: 'SetActivatedState' 'Resize' 'Fizzle' 'NewLocation' 'SetLinkageGroupID' 'GetLinkageGroupID' 'GetFiredByPlayer'
- Added global 'FindPortalByID' to find portal by linkage ID and number, respectively (1=primary, 2=secondary)
- Fixed a VScript crash related to bad function calls with default arguments
Panorama (10)
- Added 'GameInterfaceAPI.GetCurrentMap()'
- Fixed crash when 'ContextMenuFadoutTime' is undefined
- Improved Panorama stability and logging
- Removed the 'Chaos' prefix from any Panorama panels that had it. 'ChaosHud' is now 'HUD', 'ChaosMainMenu' is now 'MainMenu', and so on
- Removed the 'Chaos' prefix from any Panorama events that had it. 'ChaosFrameUpdate' is now 'FrameUpdate', 'ChaosShowIntroMovie' is now 'ShowIntroMovie', and so on
- Renamed 'chaos_hud_menu_show' command to 'hud_menu_show'
- Renamed 'chaos_hud_menu_hide' command to 'hud_menu_hide'
- Renamed 'chaos_hud_menu_reload' command to 'hud_menu_reload'
- Removed 'ChaosPopupManager' from Panorama. Use 'PopupManager' instead
- Removed 'ChaosTooltipManager' from Panorama. Use 'TooltipManager' instead
Changed files in this update