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CHANGELOG.md

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Version 2.5.3

Enhancements

  • #163: Added comp_adv_output, which allows adding a single output with complex behaviour.
  • Added comp_case, a version of logic_case that is collapsed into callers like comp_relay.
  • Vactube props can now be generated with glass/frames seperately, and with bezier curves instead of catmul-romm. (Authored by asd417)
  • Added --verbose parameter, for showing DEBUG messages.
  • Added --regenerate parameter, to force all models to be regenerated from scratch.
  • Added ability to specify alt skins when using comp_prop_cable_dynamic.
  • Weapon scripts are now packed along with the models/sounds they use.
  • #210: Add OnFinished output to comp_numeric_transition. Add an option to specify the maximum distance for automatic combined props.
  • Allow combining models containing $collisionjoints.
  • Add missing bunting keyvalue to comp_prop_cable.
  • Areaportal windows will automatically force the brushes used to nonsolid, and clear some physics data.
  • Propcombine will no longer merge props found in different areaportal areas. This allows props on the outside of a building to be culled when inside, or vice versa.
  • Automatically set the "transmit to client" flag for info_targets used as particle system destinations.
  • Change sky_camera model to be more visible with tools/toolsskybox behind it.
  • Allow physboxes to completely override their mass.
  • The postcompiler can now automatically handle custom models for various Portal 2 entities.

Bugfixes

  • comp_pack_rename will now automatically also include the auxiliary .mdl files.
  • #10: The center of the axis helper used for sprites can now be clicked on.
  • #232: Readd missing OnFizzled output on prop_weighted_cube.
  • Limit the size of propcombined groups to avoid hitting vertex limits.
  • Prevent automatically packing models specified only as Hammer previews in various entities.
  • Fix propcombine sometimes removing collisions entirely from component props.
  • Add an option to allow the sources for compiled models to be preserved.
  • Improve description of wait and OnTrigger options in trigger_multiple.
  • Fix #192: Use both specified model and cube type field to find matching cubes for vactubes.
  • Restore missing projected texture shadow keyvalues.
  • Fix comp_precache_sound not handling sound characters at the start of raw filenames.
  • Allow comp_vactube_start to be set to have a timer which starts disabled.
  • If required, add various QC flags like $mostlyopaque to propcombined props.
  • Set Precache/OnPostSpawn in generated VScript, to prevent double-firing functions already in Entity Scripts.

Version 2.5.2

  • Added new srctools_paths.vdf config, allowing specifying the base location for all paths in the main config. This separation allows mod projects to synchronise the main config, while customising the new path config for installation locations on each computer.
  • Fix scriptlist being used in pre-L4D2 branches.
  • Fix an issue causing a single brush face in the map to be "missing" a triangle.
  • Add some support for Portal 2 Educational Version and The Stanley Parable (via @Adrthegamedev).
  • Clarify that Portal 2 uses maps/map_name_particles.txt.
  • Ensure culled bases are replaced by their own bases (fixes Item, for example).
  • Update to Mapbase 7.1, and add Entropy Zero 2 entities.
  • Added icon for npc_heli_avoidsphere.
  • Change propcombine/geocable to log just the number of culled models, not every single file.
  • TF2 now has VScript support, updated FGDs to include the corresponding options.
  • Added new blocklist/allowlist options to permit fine-grained control of which files get packed.
    • A specific option was added to strip existing cubemap files from the map, if this is necessary to fix crashes while building cubemaps.
  • Add transform to allow using /n in game_text messages to produce multiline ones.
  • #167: Add comp_player_input_helper, an entity to trick Hammer into autocompleting player inputs.
  • Transforms should now use EntityDef.engine_def(), not ctx.fgd to allow partially parsing the database.

Version 2.5.1

  • Tweak comp_prop_rope and comp_vactube_junction "Group" descriptions to make it clear they're optional.
  • Tweak comp_vactube_junction "Override" description to make it clear they're optional.
  • Tweak comp_propcombine_set/_volume "Model Filter" description to make it more clear.
  • Add additional log messages for propcombine.
  • Add comp_relay's "Control Type"/"Control Value" option to most comp_ entities, to allow disabling them via fixup values.
  • Make point_viewcontrol defaults to be more useful.
  • Change the editor model for prop_testchamber_door to use a dashed line.
  • The config format for additional plugins has changed - an ID is now required, allowing for a consistent import path to be used.
  • Fix issues where comp_flicker may run indefinitely.
  • Fix the use_comma_sep config option.
  • Compilation of prop ropes, propcombine models, and decompilation will now all be done concurrently, using all CPU cores.
  • Added a config option (propcombine_pack) to control whether propcombined models will be packed.
  • Tweak the distance comp_trigger_p2_goo places the physics trigger below the surface.
  • Correctly handle "only once" when collapsing outputs in entities such as comp_relay.
  • Improve matching behaviour for the Entity Handle mode in comp_scriptvar_setter, and add a Qangle() mode for L4D2/Mapbase.
  • Ensure propcombine entities are deleted from the BSP in all cases.
  • The generated vactube animation prop is now textured with a valid material.
  • New entity sprites: npc_vehicledriver, comp_numeric_transition, point_broadcastclientcommand.
  • (#154): Add scale keyvalue to hammer_notes.
  • (#42): Add editor models for Black Mesa health and suit chargers.
  • (#76): Make all weapon entities include CBaseAnimating I/O and keyvalues.
  • (#120): Fix env_bubbles, env_embers, func_precipitation and func_smokevolume having an origin keyvalue. These entities break if their origin is not 0 0 0.
  • Indicate the allowed combine ball sizes - 1-12.
  • Snap propcombine props to within 45 degrees, not 15.
  • Remove --showgroups command line option. Source provides the r_staticpropinfo convar which performs the same function.
  • Use a cache file to avoid needing to reparse particle system files every run.

Version 2.5.0

  • Fix two issues causing produced BSPs to be potentially corrupt. If your maps are mysteriously crashing on load, this may fix the issue.
  • Particle systems will now be detected and packed along with their dependencies. This needs configuration in the config file, since different games use different filenames.
  • Optionally, the postcompiler can collapse and remove func_instance_io_proxy from maps entirely to save ents.
  • Add comp_sequential_call: finds a sequence of entities (by distance or numeric suffix), then fires inputs delayed in order.
  • Add comp_flicker: fires on/off and skin inputs repeatedly to simulate a flicker-on effect.
  • comp_scriptvar_setter can now set global variables also.
  • prop_paint_bomb will now show its collision mesh (futbols).
  • Fix .ani files for models not being detected.
  • Fix propcombine not working if blacklist is not set.
  • Handle VPKs with non-ASCII bytes in filenames.
  • BINK videos will now never be packed.
  • When generating a default config, running from a sourcemod will be properly handled.

Version 2.4.0

  • Added comp_prop_rope_dynamic and comp_prop_cable_dynamic, for generating 3D ropes as dynamic props.
  • Added comp_prop_rope_bunting, for positioning other props along a rope (could be used for lights, supports, decoration, etc).
  • Prop ropes may be configured to generate a collision mesh.
  • Added comp_propcombine_volume & tools/toolspropcombine, which allows specifing propcombine regions with brushwork. This does leave remmnants of the brush in the map, so the point entity may still need to be used if near brush limits.
  • Added comp_vactube_spline, which generates Portal 2 vactube models following a path.
  • Add an editor model for decals, like overlays have.
  • Added ability to specify rotation seed for vactubes.

Version 2.2.0

  • Add comp_prop_rope/comp_prop_cable: These allow generating 3D static prop versions of cables, like in Source 2. Place them down, choose a material, then connect them together like regular move_rope/keyframe_rope.
  • The postcompiler is now able to properly handle pre-L4D entity outputs.
  • Added "plugin" support to the compiler - directories can be specified which contain scripts to be run on the map in addition to the existing ones.
  • Vactubes now have a "next junction" option for manually specifying the next location, and have a 45 degree curve variant.
  • Add a pile of new entity sprites by @lazyRares.
  • Propcombine can now use a bundled copy of Crowbar to decompile models if the sources are not available.

Version 2.1.6

  • Add a set of cubedropper instances for Portal 2.
  • Vactube enhancements:
    • cross-junction splitter for vactubes
    • Support for frankenturrets
    • Allow having different object sets for each vactube
  • Add comp_relay, a simplified version of relays which is collapsed into the callers.
  • Update to Mapbase 4.1
  • Add UniqueState inputs to logic_branch_listener, which creates a logic_branch for each unique input entity.
  • Sprites for skybox_swapper, comp_pack_replace_soundscript, env_portal_credits and info_ping_detector by Luke.

Version 2.1.5

  • Fix triggers not having a "Clients" spawnflag
  • Add the vactube dropper instance
  • Make the postcompiler more forgiving - it will now skip soundscripts it can't find/parse.

Version 2.1.4

  • Merge in Black Mesa and latest Mapbase changes.
  • Add in vastly expanded visgroup sets for most entities.
  • Add a lot of internal or otherwise hidden entities, improve HL2 related support.
  • Add a lot of entities to internal packing database, allowing packing resources these use in code.
  • Fix vactube system not working properly with multiple source points.
  • Fix some incorrect math in comp_propcombine_set shape checks.
  • Add --showgroups option, which randomly tints each propcombine group to let you see which props have been combined.

Version 2.1.3

  • Fix vactube system not functioning when only decorative objects are provided.
  • Fix packing system always not packing from VPKs
  • Fix logic_player_slowtime appearing in all games.
  • Set trigger_portal_cleanser to default to clients and physics.
  • Add some new options to comp_trigger_p2_goo, designed for bottomless pits.
  • Add icon for comp_entity_mover.
  • Automatically detect pak02_dir.vpk etc folders.

Version 2.1.1

  • Upload the correct compiler version.

Version 2.1.0

  • Add comp_numeric_transition: this allows transitioning an entity option gradually from one value to another over time.
  • Add comp_scriptvar_setter: a tool for copying positions or similar configuration to a VScript instance.
  • For Portal 2, add a vactube animation system for building decorative tube networks.
  • Fix a few icons being missing.

Version 2.0.2

  • Fix func_dustmotes having extra keyvalues which break it.

  • Fix several classnames being present or absent which should not.

  • Add back rendermode/rendercolor to env_lightglow, env_sprite*, env_spritetrail, env_steam and env_sun.

  • Add "Invert" option to comp_kv_setter.

  • Make move_rope and keyframe_rope interchangeable/identical, as they are ingame.

  • Fix Portal 1's Hammer having a few syntax errors.


Version 2.0.1

  • Fix an issue where brushes have stray bounding boxes and may break maps.

Version 2.0.0

  • Combine FGD files from all engine branches into a tagged, unified database.
  • Implement postcompiler allowing many features including auto-packing and static prop combine
  • Add lots of new editor sprites.