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Changelog
v1.1.1
Three fixes found by testing v1.1.0 on de_cbble.
Fixes
- Invisible Source volumes no longer cast shadows. A brush made of Source's
nodrawis solid but invisible, and casts no shadow in Source - the compiled
Source map has no faces for it at all. Converted, it blocked light and left
hard black patches: on de_cbble afunc_breakableover the long roof left a
640 x 240 unit band of wall and trim pitch black where CS:S has it sunlit.
Those volumes still stop players and bullets, they just let light through. - Terrain in
patchmode no longer shows the missing-texture grid. The
terrain's shader name is built from the map's material, and the four names
derived from it (_0,_1,_0to1,.vertex) ran past the 59 characters
SoF2 allows, so the shader file shortened two of them while the.mapkept
the long ones and nothing matched. The name is shortened up front now, with
room left for the suffixes.lwoterrain was never affected.
Editor
- Terrain shows its own ground texture in Radiant instead of the flat
tools/_terraintool texture, so a landscape is easier to edit by hand. The
compile is unchanged. - The slabs under displacement terrain draw solid in Radiant instead of
see-through, so they are easier to pick and move.
Notes
- Reconvert the whole map (not the compile alone) after updating: the terrain
names in the.mapand in the.shaderchange together, and new alphamap
.pcxfiles are written.