GAMECINE VR - Microblast Games
Go beyond your limits and heroically destroy all enemies in an epic air battle!

OneShot: Fading Memory - zimberzimber
Hey everyone!
The 25th marks the mods demo release anniversary, and we are inviting you to celebrate with us!

You may have heard of the Twitch plays OneShot event, so we'll be doing something similar but with Fading Memory!
Viewers will be able to submit inputs through chat to control the game, resulting in a fun and chaotic experience.
Will you speed run to the end, or interact with the same flower pot for too long? It's all up to you!
There will also be something special about this run, what it is will be for you to discover :)

The event will occur on this Twitch channel: https://www.twitch.tv/speak2erase
Starting from 27th of August 11am EST (3pm UTC), and ending at 6pm EST (10pm UTC)

Hope to see you there!
Portal 2: Community Edition - craftablescience
Hello everyone! It's been a while since we posted a Steam update, but that's not an indication of inactivity on our part. We've been regularly posting changelogs on our Discord server in the #beta-updates channel. That channel used to be private, but we recently decided to make it public to let everyone know how P2:CE is progressing, so there's a bit of a backlog that was never published to Steam. In the future, changelogs will be posted along with each update in separate announcements.

The following changelogs run from May 2021 to August 2022:

0.5.7
  • Added parallax corrected cubemaps for DX11 (Not added to DX9 because of the massive combo count)
  • Added game_sounds_manifest.txt which should fix most mounted sounds not playing
  • Added -allowmultiple launch flag
  • Added -dx11 launch parameter (Previously you had to do -shaderapi shaderapidx11 to run the game with dx11)
  • Added support for Discord rich presence when running Hammer through proton/wine
  • Added button to hammer to toggle sprite rendering (from Tewan)
  • Re-added postcompiler libraries, as they were mistakenly ignored in git
  • Enabled Panorama debugger for dx11
  • Fixed vgui font sizes on Linux
  • Fixed title and message being swapped in message boxes for Windows
  • Fixed portal placement being broken on Linux
  • r_rootlod is no longer locked behind a launch param
  • Improved the panorama SVG loader. Should support most SVGs now
  • Fixed US keyboard layout being selected and never un-selected by the game
  • Loose files now override the Panorama PBIN
  • The Panorama PBIN's signature is no longer checked
  • Fixed laser cube particles
  • Fill tags on the root SVG element are now properly handled
  • sv_max_allowed_net_graph now defaults to 2
  • sv_airaccelerate now defaults to 10 instead of 12 to match the Portal 2 default
  • Fixed rendering of Panorama main menu in DX9
  • Fixed misc. culling bugs in both DX9 and DX11 (related to panorama main menu issue)
  • Fixed VBSP searching in bin/ instead of p2ce/ for the FGD. If VBSP cannot find the FGD, instances are collapsed to world origin
  • On first run, the game now defaults to fullscreen instead of borderless windowed
  • Fixed crash when carrying objects with the gravity gun through a portal
  • Fixed hammer lightmap grid view not properly displaying
  • The game no longer creates a mutex when running with -allowmultiple/-multirun. This makes it easier to run certain source games side-by-side with p2ce
  • Fixed panorama not loading background videos
  • The cvarlist command now prints console command flags instead of just cvar flags
  • Removed hammer/hammer redundant folder
0.5.8
  • Fixed lighting ents missing from FGD
  • Fixed DX11 on windows 7
  • Updated tracy
  • Fixed some async filesystem related crashes
0.5.9
  • Fixed support for older intel iGPUs
  • Fixed filesystem search function, this broke hammer's texture and model browsers
  • Fixed playermodel animation interpolation
  • Localized some stuff
  • Renamed dxsupport_mac.cfg to dxsupport_posix.cfg
  • Multiple improvements to panorama textentry control (New JS method called Submit, new property clearaftersubmit, support for modifier keys on Linux)
  • Updated v8 to 9.3
0.5.10
  • Panorama now has sass/scss support
  • Redirection cubes are now unfrozen when touched by an explosive force. They freeze after a short period of time when redirecting lasers.
  • Rebaked shadows on the elevator model, fixing a couple artifacts on it
  • Pause menu now has a fade-in effect
  • Some work on DX11 support in hammer, not fully functional yet
  • Fixed some filesysteam threading issues
  • Fixed crash when turrets shoot a func_breakable
  • Fixed CSM shadows
  • setpos no longer moves you down 64 units
  • snd_mute_losefocus can now be changed in the console
  • Rocket turret model from Portal 1 is now packed in the game
0.6.0
  • Initial Hammer Qt support
  • The panorama debugger now works on Linux (Thanks to the hard work by BLT)
  • Added "StaticPropLighting" "StaticPropPolys" and "TextureShadows" options to the "Run Map Normal" dialog
  • Removed the "HDR" option from the "Run Map Normal" dialog
  • DX10+ shaders can now be compressed using ZSTD. This should save some space when we recompile shaders.
  • Added a discord/steam rich presence API for panorama
  • Added a legacy gameui rich presence system
  • prop_button's timer is now infinite when set to -1
  • Added ILDPRUT's collision fixes to help prevent wallbugs
  • Marked a bunch of previously unprotected cvars as FCVAR_CHEAT
  • Adhesion gel is now green!
  • Updated Steam SDK
  • Several other changes - check GitHub for full list
0.6.1
  • Added a panorama console (huge thanks to BLT again)
  • All DX11 shaders have been recompressed using zstd. Should be quite a bit smaller now.
  • Updated the sass parser
  • Fixed another crash on Linux due to incorrect alignment
  • Fixed a crash on Linux when the game loads a map. (Thanks a lot gcc..)
0.6.2
  • Added a persistent storage API for Panorama
  • Replaced some shader combos with dynamic control flow in engine_post for DX11. Performance should remain the same.
  • Main menu background videos in vgui now respect volume
  • Fixed crash on DX11 when saving game
  • Fixed rare deadlock on map load
  • Updated v8
0.6.3

Panorama
  • Added a colorpicker widget
Sound
  • Updated Steam Audio to 4.0.2 (latest)
  • Added snd_mix_spatial_blend_override and snd_mix_spatial_blend
  • If snd_mix_spatial_blend_override is set, the value of snd_mix_spatial_blend will be used to blend between HRTF spatialized audio from steam audio and the raw audio data. If not set, it dynamically computes a blend coefficient, but that might not sound the best (we'll have to see what works best).
  • snd_sos_print_operators now outputs documentation in markdown format, and lists operator inputs and outputs.
  • HRTF sounds work great now, previously they crashed
  • New surface properties from CSGO to define transmissivity, which is used to produce audio occlusion effects. HRTF sounds are considered occluded when the source is no longer in LOS of the listener.
0.6.4

Tools
  • Ported most utilities to Linux. The only utilities that have not been ported are HLMV and Faceposer
VRAD
  • Improved vrad's performance significantly in some scenarios. A fast compile of a test map went from 24s -> 17s with changes to the RNG code. On a final compile on this map, it went from 2m 20s to 1m 35s with the optimized RNG code.
  • Added -noao to disable AO completely. On a fast compile, -noao caused compile time on a test map to go from 17s -> 4s. On a final compile of this test map, excluding AO reduced compile times by about 22s
  • Added -aosamples to tweak the number of samples made by the AO code. Final compile uses 32 by default, fast compile uses 16 by default. If you want a really fast compile please just disable AO entirely.
  • Added -nosoften to expose some internal flag, it disables some light softening code
0.6.5

General
  • Fixed native functions returning vector by value returning garbage in VScript
  • Added volume cvars for different sound types: snd_ambientvolume, snd_weaponvolume_player, snd_weaponvolume_overall, snd_uivolume, snd_physicsvolume, snd_footstepsvolume
  • Log messages now contain a prefix indicating which module the message originated from
  • Panorama's Slider and SlottedSlider have been merged (Now just called Slider)
  • Added DualSlider widget
Hammer
  • Brought in several smaller dialogs from Qt dialogs GitHub repo (Go to coordinate, Go to brush)
  • Fixed Qt windows not having an icon
  • Fixed crash when validating instances
  • Fixed crash when opening model browser for models that don't have a skin parameter
  • Fixed crash when opening model browser with invalid model name
  • Fixed hammer crash when running in WINE
  • Fixed weirdness in file open dialogs
  • Fixed "wait for keypress" not saving in expert compile
0.6.6

General
  • Implemented CSM for dx11
  • Added superresolution screenshot tool
  • Added new VPhysics code. Please keep your eyes open for bugs
  • Added hardware filtering for projected textures on dx11
  • Added SendToPanorama function in vscript
  • Ported some HL2 shaders to dx11
  • Loose VCDs can now be loaded, and they will override scenes.image
  • Added gl_clear_color to choose the backbuffer clear color
  • Final semicolon in panorama CSS is optional, compliant with CSS spec
  • Added Lerp, VectorAngles, AngleVectors and Dist functions to vscript Vector
  • Fix crash with wheeled vehicles on Linux
  • Fix crash when running with gl_clearrandomcolor
  • Fix crash in splitscreen
  • Fix panorama debugger crashing
  • Fix crashing when panorama ToggleButton/Button pressed
  • Fix weighted cube has no model name warnings
  • Fix projected entity collisions against non-AABB aligned objects
  • Fix texture frames allocating more memory than they should
  • Fix regression in flexed rendering
  • Fix regression causing env_beam sprites to not load
  • Fix UI sounds sometimes not playing
  • Use per-entity gravity scale in trigger_catapult trajectory calculations
  • Update steamworks SDK to latest
  • Update mimalloc to latest
Hammer
  • Added menu button to undo/redo bar visibility
  • Added skybox preview toggle option
  • Made 3d textured view default
  • Fixed open file dialog using C:\ drive instead of last directory
0.6.7

General
  • Added texture streaming from csgo
  • Added threaded logging from csgo
  • Added demo indexing from csgo
  • Added anisotropic filtering in dx11
  • Added equippable long-fall boots item
  • Added the ability for player fall damage to be enabled again
  • Added GiveBoots RemoveBoots GivePaintGunFull GivePaintGunBasic RemovePortalGun and RemovePaintGun inputs to logic_playerproxy
  • Added the ability to toggle camortho
  • Added support for loading scenes.image from all mounted paths
  • Added support for scenes.image v2 (As found in HL2 and other games that share that branch)
  • Added support for loading sound scripts from all mounted games instead of first search path with the asset
  • Added support for loading soundscape scripts from all mounted games
  • Added support for loading soundscapes from BSPs
  • Added %compileSkyNoEmit flag for materials that use %compileSky. This prevents the material from emitting sky light rays.
  • Added GameEventFired panorama event.
  • Added RegisterGameEventHandler and UnregisterGameEventHandler to panorama.
  • Added MSAA for dx11
  • Re-added item_battery from hl2 (currently does nothing)
  • Worldtext entity (in both hammer and game) now caches mesh and allows for custom fonts
  • Fixed one screen being black in split-screen coop when using gl_clear or gl_clear_randomcolor
  • Fixed vscript returning float when multiplying vector by scalar
  • Fixed crash when setting custom model on cubes
  • Game no longer releases US keyboard layout if it previously existed in the system
  • Clamped Portals_ResizeAll values to reasonable limits
  • EmitLaser will no longer create mutliple lasers on cubes when called multiple times if a laser exists already
  • Fixed some tiny physics bugs that may or may not have been a problem in the first place
  • Fixed assert dialogs not having a parent on Linux
  • Fixed crash when running DX11 with MSAA
  • Fixed crash when map has too many decals
  • Fixed crash when drawing func_breakable_surf
  • Fixed some misc shader things
  • Fixed crash with env_screenoverlay
  • Fixed save-restore crash in vphysics (we can properly fix it now thanks to vphysics code access!)
  • Fixed FOV reset on screen resolution change
  • Fixed mdlcompile, fbx2dmx and mdlinfo on Linux
  • Disabled dxvk log file generation on several utils on Linux
  • Fixed mdlcompile not normalizing some input paths. .mc scripts should compile fine regardless of platform
  • Fixed potential crash when weaponless and when jumping on a train
Hammer
  • Added new fancy splashscreen
  • Added hammer visualizer for trigger_catapult (Upstreamed from Revolution)
  • Added static prop count to map info dialog (Upstreamed from Revolution)
  • Minimum bounding box width is now always 1 unit (Upstreamed from Revolution)
  • Materials are sorted into texture groups based on the mod directory they come from
  • Ported transform dialog to Qt
  • Ported map information dialog to Qt
  • Ported find entities dialog to Qt
  • Ported entity report dialog to Qt
  • Added checkbox to general options to disable messages window on startup (Defaults to disabled)
  • Fixed duplicate materials in hammer material browser
  • Fixed some resolution issues with DPI scaling
  • Fixed displacement geometry paint axes (Upstreamed from Revolution)
  • Fixed model browser animation picking (Upstreamed from Revolution)
  • Fixed hammer 2D viewports freezing sometimes (Upstreamed from Revolution)
  • Fixed crash when adding materials to a mounted material directory
  • Removed the sussy impostor amongus
0.6.8

General
  • Added dark theme for panorama debugger
  • r_portal_fastpath defaults to 0 now
DX11
0.6.9
  • Added new main menu betas
  • Added the ability to use multiple :not pseudoselectors
  • Horizontal and vertical resizing in ResizeDragKnob is now toggleable
  • Fixed turrets not obeying NPC clips
  • Fixed turrets falling over in turret intro
  • Fixed the player being pushed diagonally while standing still in water
  • Fixed wind not resetting on map load
  • Fixed crash when paint blobs go through portals
  • Fixed crash when walking through world portal (This code should have never worked, but did until last update)
  • Fixed r_drawentities 0
  • Fixed ShowingPotatOS keyvalue on portal gun
  • Fixed logic_measure_movement not actually working
  • Panorama debugger window now uses game window icon
0.7.0

Game
  • Fixed color correction UI lookup tool (.raw importer)
  • Fixed semi-transparent portal overlays with fastpath
  • Fixed challenge mode crashes
  • Fixed precision errors in challenge mode timer
  • Fixed crashes caused by interacting with power of 4 displacements
  • Fixed projected textures projecting incorrectly when NearZ is set to a distant value
  • Fixed oddities with save/restore
  • Fixed broken rain behavior in func_precipitation
  • Fixed super bright static props when static prop lighting is not baked into the map
  • Fixed static prop runtime lighting calculation
  • Fixed CSM lighting when multiple light_environment entities are present
  • Fixed noclip_fixup_cmd
  • Fixed vgui file open dialog not working on Linux
  • Allowed skybox textures to occlude brushes with %compileSkyOcclusion "1"
  • Always create $envmap patch for PBR materials
  • Ported engine tools to Linux
  • Ported actbusy tool from TF2
  • Ported gameevents tool from TF2
  • Ported vcdblock tool from TF2
  • Added CSM support for the Water shader
  • Added Schrodinger cube sounds, sound plays on powered partner
  • Added new VScript trace functions
  • Added cvars to visualize vphysics collision on entities
  • Improved Steam init error message
  • Marked gel color cvars as archived
  • Unhid mp_dev_wait_for_other_player
  • Nodraw is no longer portalable
  • Removed beta HL2 stuff
  • Restored *_level_sounds.txt override system
  • Use preferred carry angles on unpowered Schrodinger cubes
DX11
  • Fixed excursion funnel beam being too dark
  • Fixed sprites being overly bright
  • Fixed RTT shadows
  • Fixed fullscreen exclusive issues
  • Added mat_flashlight_clip cvar (DX11 only) to clip the flashlight to its near/far plane
  • Ported more HL2 shaders
Panorama
  • Menu icons keep proper scale
  • Menu icons are no longer blurry
  • Added keypress HUD panel (and associated cvar cl_draw_hud_keypress)
  • Added Markdown generation to dump_panorama_* commands
  • Moved images directory inside panorama folder
  • Forced menu icons to load when game launches with +map
  • Added eslint and prettier configs
  • Added JS types file for IDEs
  • Added particles support to ModelPanel
  • Fixed progress bar occasionally flickering
  • Restored NPrint debug UI overlay in Panorama
  • Added sass compilation cache
  • Added LevelInitPostEntity event for JS
  • Fixed several problems with box-shadow CSS property
Hammer
  • Fixed deleting grouped objects crashing Hammer
  • Added antialiasing level option
  • Max camera culling radius value effectively doubled
  • Fixed horizontal lines not rendering on sphere helper
  • Randomize secret loading messages properly
  • Canceling file select dialog from "Create Manifest" dialog does not crash Hammer
  • Improved translate dialog
Tools
  • Static lights go through static world portals with -PortalTraversalLighting vrad argument
  • Static light AO goes through static world portals with -PortalTraversalAO vrad argument
  • Allowed vrad to load older BSP versions
  • Fixed vrad producing nearly black CSM shadows
  • Exposed -StaticPropLightingFast vrad argument
  • Added -instancepath argument to vbsp, overrides InstancePath key in gameinfo
  • Added KeyValues 3 tool to read and convert KV3 files
  • Re-enabled vtex launcher for Linux
  • Cleaned up vfont binaries
0.7.1
  • Fixed keypress HUD not hiding in Panorama
  • Updated shaders
0.7.2

Game
  • Fixed zombies being cut and burnt with certain ammo types
  • Fixed laser catchers taking too long to turn off their glowing particles when deactivated
  • Hid bullet richochet sounds behind snd_ricochets
  • Properly reset all globals in the map flags lump
  • Optimized Panorama console message processing
  • Added OnPrimaryHit and OnSecondaryHit outputs to fizzler field
  • Cleaned up VGUI layouts
Hammer
  • Bumped AngelScript version to 2.36
  • Made Discord rich presence more stable
  • Fixed handling paths with dots
  • Fixed scrolling in the Entity Report window
  • Replaced old progress dialog with Qt progress dialog
  • Replaced Entity Sprinkle dialog with Qt version
  • Qt theming now more closely resembles modern Windows
  • Fixed logic_compare always firing greater than outputs
VScript
  • Added GetPartner() for CPropWeightedCube
  • Added EyeAngles() and EyeLocalAngles() for player
DX11
  • Fixed splitscreen rendering black
  • Fixed splitscreen rendering both player views on each side of the split
  • Ported missing shader used in sp_a1_wakeup
0.7.3

Game
  • Allow setting entity models to non-precached models
  • Allow specifying world model skin in weapon script
  • Fixed npc_security_camera not facing down when disabled
  • Reduced startup errors in console
  • Draw toolsinvisible when r_drawclipbrushes is enabled
  • Fixed energy ball trying to set nonexistent material override
  • Renamed dmv_* cvars to mv_*
  • Fixed autoducking after jumping with mv_duckjump enabled
  • Setting a negative bounce amount on HEP launcher will now result in infinite bounces
  • Ported CUtlHashMap improvements from Valve's GameNetworkingSockets library
  • Fixed crash when not holding a weapon and running impulse 200
Panorama
  • Added functions $.CompressString(str) and $.DecompressString(str)
  • Made Panorama console text selectable
  • Optimized Panorama console performance
  • Removed several unnecessary Panorama files
  • Changed Panorama HTML surface user agent to "Valve Client"
  • Added ability to create particle systems in Panorama CSS
Tools
  • Ported Hammer Entity Help dialog to Qt
  • Fixed Hammer Entity Report dialog
  • Fixed HLMV using incorrect skin numbering
VScript
  • Added paintgun VScript functions akin to the portal gun functions
Graphics
  • Optimized DX11 performance
  • Default shader API bumped to DX11
  • Decreased likelihood of visually clipping through large world portals
  • Fixed portal area frustrum clipping when close to player
0.7.4

Game
  • Marked mounts.kv as a user config, updates will no longer reset it
  • Cleaned up the default cvar config
  • Cleaned up keybind configs
  • Added more default keybinds (e.g. +speed mapped to shift)
  • Fixed controller config cvar names
  • Reimplemented joy_invertx cvar
  • Do not mount platform path from code, rely on gameinfo.txt
  • Reduced startup times on Linux
  • Removed togl
  • Fixed most pixelsurfs
  • Fixed pixelwalking
  • Added sub-frame mouse interpolation for game ticks
  • Ensure engine uses latest tick interval for physics
  • Fixed phony mouse movement using m_rawinput 0 at low frame rates
  • Ungrab and unhide the cursor when showing message boxes
  • Do not colorize terminal output if terminal does not support it
  • Hid internal building_cubemaps cvar
  • Reset sv_skyname on map change
  • Do not print the syntax of some test commands as an error
  • Removed ent_fire autocomplete console spam
  • Do not attempt to fix double materials/ material paths
  • Do not cut off first character in vtf path if second character is a slash
  • Fixed setmodel command crashing game when model is not precached, and other associated problems with setting unprecached models on entities
  • Removed duplicate launch scripts (p2ce_panorama.bat, p2ce_panorama.sh)
  • Removed LightedFloorButton proxy from floor button materials
  • Marked Portal color cvars as archive, will not force-reset between maps
Entity
  • Made it possible to change the models of various Portal entities:
    • All floor buttons
    • prop_button
    • prop_under_button
    • prop_glados_core
    • npc_security_camera
    • npc_rocket_turret
    • prop_linked_portal_door
    • prop_exploding_futbol
  • prop_glados_core uses Portal 1 model and animations
  • Progress bars on test chamber signs begin at 0 instead of 1
  • Shells are ejected from guns when firing
  • Fixed logic_playmovie not firing OnPlaybackFinished
  • Added OnArrivedAtNode output to func_tracktrain
  • Setting a negative speed on func_tracktrain causes it to go backwards
  • When an entity passes a trigger's filter fire StartTouch
  • When an entity no longer passes a trigger's filters fire EndTouch
  • Removed SetBloomScaleRange from env_tonemap_controller
  • Fixed flashlight not turning off entering a vehicle
  • Added item_boots model
  • Added missing vtx file for a speaker_system model
  • Removed env_outtro_stats
  • Removed duplicate startdisabled kv on some triggers
  • Skip writing lights with _removeaftercompile keyvalue to worldlights lump
  • Do not force-play portal gun fizzle animation if it's not currently held
  • Allowed paint blobs to push physics props
  • Force env_bubbles to be invisible (functionality remains the same)
  • Fixed env_surface_teleport sometimes not functioning properly
  • Added spawnflag for interacting with explosive projectiles to triggers
  • Added keyvalue for whether trigger_gravity persists
VGUI
  • Updated game logo
  • Fixed Ctrl + Left Arrow moving input cursor to the end of the previous word, not beginning of line in text inputs
  • Enabled current paint indicator on paintgun UI by default
Panorama
  • Moved Panorama to a public GitHub repo
  • Fixed pressing enter in console activating buttons
  • ChaosAvatarImage internal image takes up full dimensions
  • Added triple monitor mode from CS:GO
  • Removed legacy V8 Windows XP handling
  • Set ChaosHudBlurTarget to disabled if not blurring
  • Forward slider settings from ChaosSettingsSlider to its internal slider
  • Removed empty demoui files from Panorama
  • Added several base Panorama files to platform
  • Unhid panorama_dump_deny_input cvar
  • Unhid panorama_render_stats cvar
  • Removed the @ sign from the beginning of Panorama cvars
  • Implemented class selectors
  • Removed obnoxious asterisks from layout parsing errors
  • Removed requirement to have an empty vanity element in mainmenu.xml
Tools
  • Added Hammer install script for Linux (sdk_tools/install-hammer.sh)
  • Fixed faulty Hammer logic when reading invalid characters in VMF files
  • Added attachments preview to Hammer model browser
  • Added compatibility with CompilePal
  • Only colorize output in Hammer map launcher window if terminal supports it
  • Removed duplicate srctools.vdf file
  • Set postcompiler studiomdl path by default
  • Added bspfix tool: can remove assets already included in game or mounts, and list AppIDs used by the bsp
VScript
  • Added CreateEntityByName function (allows passing of kvs to ent)
  • Boud SURF_* and CONTENTS_* flags
  • Allow scripts to be ran from platform
Graphics
  • Added new VTF version 7.6, which allows image to be compressed using DEFLATE
    • On most compression levels average compression ratio is ~0.1
  • Added mat_tonemapping_occlusion_use_stencil to default video config
  • Do not use fastpath rendering for opaque colored brush models
  • Enabled noise in the engine_post shader
  • Fixed DX11 SDK layer exiting game
  • Will no longer create morph debug textures in release
  • Fixed mipmap size calculation for compressed textures
  • Sky occlusion materials use depth write material without bias enabled
  • Only warn about material proxies failing to bind to an entity once
  • Do not warn about material proxies in particle systems
  • Cap FPS and fps_max cvar to reasonable limit (1000)
  • Fixed user data size not being set in VLG shader
  • Fixed water splash particle z-fighting
  • Fixed ropes not rendering when the wrong shader is specified in the material
  • Ensure reflection direction is normalized in PBR shader
  • Added frame vars for PBR shader (DX9, DX11)
  • Added parallax corrected cubemaps to PBR (DX11 only)
  • Use static prop baked lighting data in PBR shader (DX11 only)
0.7.5

Game
  • Added Portal's HL2 VPKs to default mounts.kv config
  • Formatted p2ce.sh
  • Set mv_acceleration_min to 0 by default
  • Made mv_acceleration_min cheat-protected
  • Fixed coop players spawning at info_player_start instead of info_coop_spawn when mp_dev_wait_for_other_player is disabled
  • Removed CS:GO's "Game Types" system
  • Fixed player potentially falling through the floor near portals in very rare cases
  • Fixed potential memory leak in vphysics
  • Now prints invalid key messages as warnings
  • Fixed crash relating to dialog boxes on Linux
Entity
  • Rockets fired from npc_rocket_turret will work as expected in older maps
  • Don't precache HL2 weapons
  • Added SetSpotlightTextureFrame input to env_projectedtexture
  • Made world portals resizable with SetWidth and SetHeight inputs
  • Added ForceFire input to npc_rocket_turret
  • Added info_lighting_relative for backwards compatibility
  • Reimplemented SpotlightTexture input for env_projectedtexture
VGUI
  • Fixed snd_musicvolume being used instead of snd_volume_music in the main menu
  • Fixed coop gesture and ping menus
Panorama
  • Removed brightness handling from video settings screen
  • Fixed black screen in panorama with startup video enabled
  • Reformatted files to load properly and look nicer
Tools
  • Update to latest postcompiler binaries (fixes compilation issues using it)
  • Blocked all inputs to the main Hammer window until loading is complete
  • Merged nearly all MDLCompile changes into StudioMDL
  • Disabled async filesystem in utils
  • Fixed infinite loop when computing texture size if it's compressed with no mipmaps
Graphics
  • Changed default viewmodel FOV to 54 instead of 70
  • Default HDR parameters are now nicer looking
  • Removed $reflect2dskybox, $reflect3dskybox water parameters
  • Added mat_brightness cvar to control brightness in post-processing
Aug 20, 2022
The Backrooms Project - Alien!
Entity Sound Bugfix
Aug 20, 2022
V.R.G. - latel88
Bug fixes
  1. Fixed an issue where the frame rate would drop when switching tasks.
  2. Fixed an issue where the game would indeterminately go to sleep and not recover when task switching was performed.

Other
  1. Updated electron version to 17.4.11.
Aug 20, 2022
Side Effect - Daestra
Global

  • Preparing the next tera-update (surprise), there is no major new content
  • New artworks when you win a game
  • Odmund now starts with attractive vortex instead of blitz swap

Spells update

Pact of Odmund
  • Does not turn tile into lightning anymore
  • Costs 8 mana (instead of 10)
  • Costs 2 energy (instead of 3)
  • Pawn effect (new): turns tile into lightning tile (old basic effect)
  • Knight effect (new): starts the turn with 1 extra energy
  • Queen effect (new): empowers more pieces
Water disc
  • Costs 8 mana (instead of 6)
Catapult
  • Queen effect applies more fire
Double saw
  • Now removes earth
  • Costs 7 mana (instead of 6)
Rock
  • Knight effect: now removes earth
Poisoned arrow
  • Knight effect: applies more lightning
Poison punch
  • Queen effect removed
Charged bolts
  • Bishop effect (new): does not applies damage
  • King effect (reworked): bolt splits into 2 bolts if the piece hit has lightning ascension
Attractive vortex
  • Costs 3 mana (instead of 4)
Blitz swap
  • Now applies lightning to both pieces
  • Rook effect removed
  • Costs 3 mana (instead of 4)
  • Costs 2 energy (instead of 1)
  • Queen effect (new): swaps energy
Ice explosion
  • Always applies damage (damage nerfed)
  • Costs 2 mana (instead of 6)
  • Costs 3 energy (instead of 2)
Ice touch
  • Applies more ice
  • Costs 3 mana (instead of 4)

Levels

Apocalypse knights
  • Death now uses voodoo aura

Fixes
  • Mordangar: lag fixed (2.0)
  • Pact of Necrom: pawn effect fixed
Aug 20, 2022
Tear of Time: Lost memory - ArsMar
Fixed periodic curvature of rope grip, music playing in some places, fish flying in the crocodile cave when they should not be there at all :)
Stereo Boy - Main Gauche Games
This is a quick little update, coming hot on the heels of the one we made yesterday. A day-after patch usually implies that we broke something with the previous update, and that's definitely true in this case.

We found a bug that might cause stability issues if you die while pushing a block. We weren't actually able to get the game to crash in these cases, but we thought it would be a good idea to ship a fix anyway.

As always, feel free to let us know if you run into any issues!
HyperLeague Heroes - SiphonShockGames


HyperLeague Heroes features over 30 playable characters–each with their own unique ability that adds an extra layer of strategy to battles, collecting loot, and team building. In this dev diary we’re taking a look at a few of these abilities and the different ways they can turn the tide of battle.

Singe

Singe’s perk, Inspiring Leader, provides a 10% experience buff to all allies when he’s team leader. This makes him not only a reliable damage dealer, but an invaluable ally who can boost your team’s levels while exploring the perilous dungeons of Utopia.



Kingslayer

Kingslayer’s signature ability, Tactical Leader, reduces the special attack cooldown for all allies by 20%. Since this perk only takes effect if Kingslayer is the party’s leader, you’ll have to decide whether Singe or Kingslayer will be taking point. Make sure to choose wisely.



Ice Age

Ice Age’s stats are mid-tier all around, his HP, attack, and speed are fairly low when compared to other heroes like Vipera. But make no mistake, this hero stays cool under pressure with his perk, Icy Touch. With this ability Ice Age has a 15% chance of freezing targets every time he attacks.. Frozen enemies mean free hits, more time to cast buffs, or a chance to land that very crucial heal.



Gunslinger

Gunslinger is part vampire, and as such, he’s strongest when the sun goes down. When dusk settles, he gains 20% more experience–truly a fearsome creature of the night. So, make the most out of your time–and strike fear into the hearts of your enemies under the cloak of darkness.



Sentinel

While exploring dungeons you’ll come across Hidden Rooms, secret areas that may contain loot, shops, hidden bosses, or other surprises. Finding them is a matter of chance. Luckily, Sentinels come equipped with state-of-the-art Radar that increases the odds of stumbling upon these rooms by 50% per Sentinel in your party. If you’re hunting for valuable loot or a rare character like Hellfire, a Sentinel or two on your team might come in handy.







Aug 20, 2022
Tough Love Arena - M. Paul Weeks
You can find the full changelog at https://about.toughlovearena.com/log#0.95.5

  • Adjusted Garlic: Increased Sneak hitstop duration 10 > 12 frames
  • Gameplay: Successful parry attacks will always face the opponent, fixing interaction when parrying Soup placed behind you
  • Maintenance: Fixed meta tag for image preview
  • Maintenance: Phase 1 of rewriting netcode code for open sourcing
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