-
Notifications
You must be signed in to change notification settings - Fork 36
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
134 changed files
with
67,075 additions
and
17,189 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,148 @@ | ||
|
||
# Version (dev) | ||
|
||
-------------------- | ||
|
||
# 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. |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,10 @@ | ||
@BaseClass = ControlEnables: "A pair of keyvalues for specifying if a comp_ entity is enabled." | ||
[ | ||
ctrl_type[engine](boolean) : "Invert Value?" : 0 | ||
ctrl_type(choices) : "Control Type" : 0 : "Controls how the Control Value is interpreted" = | ||
[ | ||
0 : "Is Enabled?" | ||
1 : "Is Disabled?" | ||
] | ||
ctrl_value(boolean) : "Control Value" : 1 : "Decides whether this entity is enabled. If disabled, the entity has no effect." | ||
] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,10 +1,10 @@ | ||
@SolidClass | ||
appliesto(srctools, -engine) | ||
appliesto(srctools) | ||
autovis(Postcompiler, Propcombine) | ||
= comp_propcombine_volume : "Specifies a group of props that will be combined together. Note that unlike the propcombine_set point-entity version, this does impact some brush limits, so it is suggested to use the point version in instances and prefabs." | ||
[ | ||
name(string) : "Name" : : "Two sets with the same name will be treated as one." | ||
|
||
prop(studio) : "Group Model" : : "If set, a combinable model used to define which others will be combined." | ||
skin(integer) : "Group Skin" : 0 : "The skin for the Group Model." | ||
prop(studio) : "Model Filter" : : "If set, a combinable model used to filter which others will be combined. The propcombine set will only apply to models which could be combined with this one." | ||
skin(integer) : "Skin Filter" : 0 : "The skin for the Model Filter." | ||
] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.