- #163: Added
comp_adv_output
, which allows adding a single output with complex behaviour. - Added
comp_case
, a version oflogic_case
that is collapsed into callers likecomp_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 tocomp_numeric_transition
. Add an option to specify the maximum distance for automatic combined props. - Allow combining models containing
$collisionjoints
. - Add missing
bunting
keyvalue tocomp_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_target
s used as particle system destinations. - Change
sky_camera
model to be more visible withtools/toolsskybox
behind it. - Allow physboxes to completely override their mass.
- The postcompiler can now automatically handle custom models for various Portal 2 entities.
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 onprop_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
andOnTrigger
options intrigger_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.
- 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
ingame_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()
, notctx.fgd
to allow partially parsing the database.
- Tweak
comp_prop_rope
andcomp_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 aQangle()
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
andfunc_smokevolume
having anorigin
keyvalue. These entities break if their origin is not0 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 ther_staticpropinfo
convar which performs the same function. - Use a cache file to avoid needing to reparse particle system files every run.
- 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.
- Added
comp_prop_rope_dynamic
andcomp_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.
- 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 regularmove_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.
- 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 tologic_branch_listener
, which creates alogic_branch
for each unique input entity. - Sprites for
skybox_swapper
,comp_pack_replace_soundscript
,env_portal_credits
andinfo_ping_detector
by Luke.
- 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.
- 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.
- 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.
- Upload the correct compiler version.
- 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.
-
Fix
func_dustmotes
having extra keyvalues which break it. -
Fix several classnames being present or absent which should not.
-
Add back
rendermode
/rendercolor
toenv_lightglow
,env_sprite*
,env_spritetrail
,env_steam
andenv_sun
. -
Add "Invert" option to
comp_kv_setter
. -
Make
move_rope
andkeyframe_rope
interchangeable/identical, as they are ingame. -
Fix Portal 1's Hammer having a few syntax errors.
- Fix an issue where brushes have stray bounding boxes and may break maps.
- 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.