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)
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
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 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.