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Version 2.6.0

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@TeamSpen210 TeamSpen210 released this 19 Jun 03:54
· 184 commits to dev since this release

Note: The postcompiler won't work on Windows 7. (It might work on Win 8, but I'm not certain). Since these versions aren't supported by Microsoft any more, at this point Python itself and many of the libraries I'm using are now dropping support for it. That means I would have to rely on old versions without bugfixes and newer features, making future development difficult.

New Features

  • Added comp_vactube_sensor, which allows detecting the presence of vactube objects.
  • Added comp_piston_platform, which generates the logic for Portal-style piston platforms.
  • Added option to trigger_hurt to create the logic for 'forgiving laserfields'.
  • Added hammer_model entity to allow placing reference models in Hammer that don't appear in-game.

Enhancements

  • Update to Mapbase 7.3.
  • A new "snippets" system allows FGD files to easily repeat descriptions and other small sections.
  • Add ability to randomise output delay to comp_relay and comp_adv_output.
  • Added a value mode option to comp_kv_setter and comp_adv_output to more clearly control which key is used.
  • Added textures for 4 rendertargets (camera, water reflection/refraction, full framebuffer). These give a nice preview in Hammer.
  • Added three keyvalues to ambient_generic, giving a more user friendly interface to the confusing spawnflags. This also allows them to be configured via fixup values easily.
  • Added line helpers to env_microphone, scripted_sequence, path_track, and item_item_crate
  • Added Source 2013's SetModelScale input to all animating entities,
  • Added undocumented ChangeLevelPostFade input to point_changelevel.
  • Added Portal: Still Alive features (not currently included in releases, but can be built by including the PSA tag),
  • Added "singular" and "remove" modes to comp_kv_setter.
  • Allow comp_entity_finder to rotate the target in addition to teleporting.
  • comp_kv_setters can now lookup the flags mask based on the name in the FGD.
  • Allow configuring various shadow/fast reflection options for vactube object ents.
  • Boolean keyvalues (yes/no) can now be set to !$var, to invert the value of the variable.
  • Consistently seed the RNG for compiler entities, to produce consistency across compiles.
    Relevant entities now all have seed parameters to further adjust.
  • Propcombine will now preserve prop fade distances, by calculating a new distance which encloses the original fade spheres.
  • Propcombined models will try and use group names for the filename, if specified.
  • Warn in the log if propcombine or packing was disabled via command line, so this is easier to diagnose.
  • Add SFX to the Old Aperture cubedropper to simulate the new cube landing.
  • Multiple prop ropes with the same shape and configuration will now properly share models.
  • Add option to comp_adv_output to have it expand target searches itself.
  • Refer to the "Gravity Gun" in descriptions instead of physgun/physcannon.
  • Floor buttons with solid=6 will automatically be fixed, since this unintentionally makes them non-solid.
  • The postcompiler will now detect and error if a loop of parents/filters is detected. These will just crash the game in a non-obvious manner.
  • Included a copy of the "Obsolete" sprite used for missing entities, for games that don't include it by default such as Portal 2.
  • Improved game_text keyvalue descriptions and added Mapbase's font keyvalue,
  • Updated the icon for skybox_swapper.
  • Removed info_paint_sprayer keyvalues which are set in some Valve maps, but don't actually exist.
  • Removed Hammer preview from Mapbase's vgui_text_display as it did not actually match the in-game appearance.
  • Removed skybox_swapper in Mapbase as it doesn't actually work.
  • Removed playtest_manager entity as it doesn't actually exist in-game.

Bugfixes

  • Fix a compile failure if prop ropes were placed in a group with no connections.
  • Fix various incorrect usages of the FGD frustum() helper.
  • Normals are now correctly calculated when generating propcombined models. This requires all previous models to be rebuilt, unfortunately.
  • Fix overlays not functioning with material_modify_control parent searching.
  • Make RunScriptCode ` handling occur after everything else.
  • #274, #277: Force required keyvalue casing for light_environment's SunSpreadAngle and lua_run's Code keys.
  • Fix hammer_notes text size/color parameters being missing for games before CS:GO.
  • Fix an issue with func_instance_io_proxy and comp_ entities.
  • Fix mismatched numbering between logic_random_outputs KVs and inputs.
  • Fix comp_kv_setter/comp_adv_output position keyvalues not getting transformed by instances in Source 2013.
  • Fix comp_adv_output string keyvalues getting transformed as entity names.
  • Fix not being able to scale props with ctrl+scrollwheel in Hammer++.
  • Fix turret FOV preview being incorrect - it's 120 degrees, not 90.
  • Fix item entities not rotating their hitboxes in Hammer.
  • Fix typos in some movie filenames.