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Version 2.5.3

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@TeamSpen210 TeamSpen210 released this 01 Nov 04:10
· 1 commit to master since this release

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.