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Portal 2: Community Edition - November 14th, 2024 Update



Additions (21)

  • Added animation event 'AE_SV_SET_SKIN' to control server side model skin
  • Added animation events 'AE_SV_ENABLE_BODYGROUP', 'AE_SV_DISABLE_BODYGROUP', and 'AE_SV_BODYGROUP_SET_VALUE' to control server side model bodygroups
  • Added automatic mount reordering based on the assets the current map references. Use 'host_map_mount_order_detection' to enable/disable
  • Added 'boots' bodygroup name support for custom player models
  • Added 'cl_player_render_in_shadows_view' command to cast player shadows from projected textures and CSM in first-person
  • Added 'cl_portal_crosshair_scale' for scaling the crosshair
  • Added ImGui themes 'strata' and 'vgui_green'
  • Added ImGui theming support
  • Added ImGui windows 'cl_anim_debug' and 'sv_anim_debug'
  • Added mountinfo executable to print search paths used by the game
  • Added 'OnActivated' and 'OnDeactivated' outputs to 'prop_weighted_cube'
  • Added '$ParallaxDither' parameter to PBR shader to enable/disable dithering
  • Added '$ParallaxScale' parameter to scale the number of parallax steps. This can be expensive if you're not careful!
  • Added 'snd_thread_mode 2' for updating audio separately from the main thread
  • Added support for '$basetexturetransform' to VRAD '-textureshadows'
  • Added support for new lines and tabs to 'point_worldtext'
  • Added support to VRAD for L4D1/ASW static prop models (those using '.vtx' instead of '.dx90.vtx')
  • Added VBSP flag '-upgradeversion' which upgrades an existing BSP to Strata Source BSP version 25
  • Expose 'npc_rocket_turret' lock-on time and cooldown time as keyvalues
  • Print sound's active channel when 'snd_report_start_sound' is enabled
  • When player is noclipping and 'player_held_object_use_view_model' is the default value, use viewmodel grab to carry objects through walls



Fixes (52)

  • Audio pitch will no longer be modified when 'host_timescale' is not equal to 1 and cheats are disabled
  • Changed 'npc_rocket_turret' default lock-on time and audio to match Portal 1
  • Compressed 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_flush'
  • Fixed 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.txt'
  • Fixed 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_combine' attempts to attack without a held weapon
  • Fixed crash when running a script in the DevUI script console without having loaded into a map prior
  • Fixed crosshair scaling with 'cl_portal_crosshair_scale'
  • Fixed 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_movelinear' sounds getting stuck looping forever if interrupted or removed
  • Fixed 'func_tracktrain' getting stuck when not using 'Instantaneously'
  • Fixed 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 'setang' not working when paused with 'sv_alternateticks'
  • Fixed some displacements in older maps having no collision when 'traceray_force_vphysics' is enabled
  • Fixed some quirks with command line arguments
  • Fixed the 'startdemos' command not working
  • Fixed 'trigger_look' firing whenever touched
  • Fixed vbspinfo not extracting lumps
  • Fixed WebM recordings encoding incorrectly
  • Increased value of 'sv_max_allowed_developer' to 99
  • Increased value of 'sv_max_allowed_net_graph' to 99
  • Malformed VTF compression info resources (AXC) will no longer potentially crash the game on load
  • PBR and PaintBlob shader now respect configured texture in 'env_projectedtexture'
  • Properly fire 'OnDamaged' output for buttons without requiring damage activation spawnflag
  • Re-enable 'mat_buffered_primitives' by default on Linux. This may result in a small performance boost
  • '+slowtime' must 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_spritetrail' no longer draws a segment where it teleported
  • Improved performance of VGUI text overlays
  • Improved reliability of networked messages referring to entities
  • Main window on Windows 11 now uses square corners
  • 'mat_picmip' now allows its full -10 to 4 range
  • Moved 'func_movelinear' sound handling to client side
  • Raised MAXSTUDIOFLEXVERTS to 65536
  • Reduced VRAD memory utilization when using '-textureshadows' with multiple materials that refer to the same texture
  • Replaced 'dumpentityfactories' with 'cl_dump_entity_factories' and 'sv_dump_entity_factories'
  • Replaced 'dumpentitynamespaces' with 'cl_dump_entity_namespaces' and 'sv_dump_entity_namespaces'
  • Replaced 'dump_entity_sizes' with 'cl_dump_entity_sizes' and 'sv_dump_entity_sizes'
  • Replaced 'host_threaded_sound 1' with 'snd_thread_mode 1'
  • Slightly decreased memory usage
  • Title bar on main window now follows system dark mode
  • Unified the 'autosave' and 'quicksave' game events into 'game_saved'
  • Updated DXVK to 'v2.4.1'
  • Viewmodel 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', and 'hammer_history_redo'
  • Added modelbrowser-like search mode to the Texture Browser
  • Added MP3, FLAC, and Ogg preview support to Hammer
  • Added new icons for 'phys_constraint' and 'phys_slideconstraint' (Thanks TwoKrazy!)
  • Added support for Hammer Qt themes via the '-theme' launch argument. (See 'hammer/resource/themes/dark.kv' for 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', and 'sv_soundemitter_spew' to be run from Hammer's Console
  • Double 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 '-map' showing black viewports until reloaded
  • Fixed 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 '$color' value in linear space
  • Image preview in Hammer now shows all '$baseTextures' that a material has
  • Improved models for 'prop_indicator_panel' and 'prop_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 status
  • Fixed '-console' showing the VGUI console in Panorama mode, and not working with the Panorama console
  • Made width/height key on the root SVG element optional. Dimensions can now be parsed from the 'viewbox' attribute
  • Panorama can consume TypeScript files directly
  • Panorama will now load 'resource/game_language.txt' instead of exclusively 'resource/p2ce_language.txt'
  • Updated V8 to '12.9'



VScript (13)

  • Added 'ApplyForce' and 'ApplyForceOffset' to 'CBaseEntity'
  • Added 'GetButtons()' VScript method to 'CBasePlayer' class
  • Added 'IN_' flags to VScript
  • Added 'IsBSPModel' VScript function
  • Added 'MoveType' and 'MoveCollide' enums to VScript
  • Added a bunch of methods to 'CBaseAnimating'. Please just look at the wiki
  • Added VScript methods for setting move type and move collide: 'CBaseEntity::SetMoveType' 'CBaseEntity::GetMoveType' 'CBaseEntity::SetMoveCollide' 'CBaseEntity::GetMoveCollide'
  • Added VScript methods for setting/getting the collision group: 'CBaseEntity::GetCollisionGroup' 'CBaseEntity::SetCollisionGroup'
  • Added VScript parenting methods: 'CBaseEntity::SetParent', 'CBaseEntity::SetParentWithAttachment'
  • Fixed crash on map exit in maps that use VScript
  • Fixed crash when using 'SendToPanorama' in VGUI mode
  • Fixed memory leak with 'CGameTrace' objects
  • The Portal 2 transition VScript is no longer forcibly instantiated loading v25 maps

Portal 2: Community Edition Shared Depot 440002
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Windows Linux Portal 2: Community Edition Windows Depot 440003
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Linux Portal 2: Community Edition Linux Depot 440005
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shader binaries Depot 440007
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Portal 2: Community Edition - Developer Content Depot 440008
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