Sep 11, 2022
S.M.A.C.K. Playtest - Knooblegooble
  • Fixed crouch replication (How was this missed!)
  • Reduced nameplate unhide time
  • Adjusted projectile spawn (again)

-KK
Sep 11, 2022
Portal 2: Community Edition - craftablescience
Another major update to P2:CE. Here's what we've been doing recently:

Game
  • Added Volt (VPhysics wrapper for the Jolt physics engine)
    • Enable it by adding -jolt to your launch arguments
  • Added sentry integration for automatic crash dump uploads
  • Fixed incorrect entity deletion over level transitions
  • Exposed sv_rollangle and related as cheats
  • Simplified SendTable sorting algorithm
  • Third-person camera is smoother when snapping to angles
  • Exposed cl_draw_player_model
  • Added a cinematic camera toggleable with cam_smooth
  • Strip more CS:GO code from P2CE
  • Fixed VGUI looking in bin/<os>/ for the platform folder
  • Use stderr for debug strings on Linux
  • Re-encoded all webm videos in p2ce/media/
  • Added bik -> webm PowerShell converter script
  • Added elevator frame section armless model
  • Added autumn foliage assets
  • Reverted game instructor font to Portal 2's (die Stratum 2)
  • Remove AI upscaled duct texture
  • Added HL2/EP1/EP2 vehicle scripts, weapon scripts and new weapon manifest
  • Added skill configs and skill manifest from HL2/EP1/EP2
  • Make Black Mesa maps loadable
  • Weapon manifest is now loaded from the MOD path, and only when necessary
  • Removed support for encrypted weapon scripts
  • Allow empty ChapterBackgrounds.txt instead of falling back to background01
  • Removed +mat_dxlevel, et al restrictions from launcher
Entity
  • Fixed NPCs not being able to fire weapons
  • Don't link base weapon classes to entity name and don't precache them
  • Removed textures making the super physgun white
  • Updated Schrodinger cube model
Panorama
  • Added commands to print, wipe, reload, and save persistent storage
  • Fixed text wrapping and label sizing
  • Move fonts.conf to platform and strip CS:GO stuff from it
  • Background maps now fully work with Panorama
  • Added MapLoaded and MapUnloaded events to allow it to fade out to the background map
Hammer
  • Fixed About dialog
  • Fixed crash on shutdown
  • Pulled in latest AngelScript changes
  • Set model compiler in postcompiler back to studiomdl
Graphics
  • Implemented multiple views support for DX11
    • Hammer should work with DX11 now
  • Added distort and hologram render effects
  • Fixed 4wayblend shader trying to use non-existent texture
  • Ungrab cursor on shader error on Linux
  • Use a better algorithm to pack lightmaps
  • Added BC7 format for VTF, re-enable ATI1N and ATI2N formats
  • BCn can be encoded on Linux now
  • Make BCn -> RGBA8888 conversion faster
  • Texture loading no longer fails with lightmapped_4wayblend shader on DX11
  • $seamless_scale now behaves correctly on angled surfaces
  • Added $seamless_scale to lightmappedgeneric and other relevant shaders on DX11
  • Fixed static prop runtime lighting calculation
  • Use SIMD accelerated conversion for RGBA8888 based image formats
Sep 11, 2022
♡beAt! -After the Summer- - ougist
mini bug fix update including:
- 'Collector' Achievement can not be complete.
- Unexpectable Persistent Data error.


NOTICE:

You may need to deleted your save date file to make sure the game run right.
Black Forest - Tom
This update includes a few but crucial bugfixes. I still have a small number of bugs I know about that I want to fix, please test this version and report any bugs, we are close to the 1.8 release.

  • Fixed visuals effects on Endraville
  • Construction sound effects fixed
  • Repair/demolish work spots probably fixed (trying the fix)
Hunt Down The Freeman - M3SA
Hello all you avid Hunt Down the Freeman fans! We have some pretty exciting news for you all that you might like to hear.

After the downpour of support that we had following the release of the sudden April 1st update, our little team expanded from about five people to over twenty.

What does this mean? It means that we’ve been able to add a bunch of improvements to the code, game levels, overall performance, models, particles, rendering systems and whatever else I’m forgetting at the moment.

We are releasing an update that’s going to fix some of the stuff we didn’t catch in the April 1st update, as well as add in a bunch of new map fixes, some performance boosts for Alaska maps, a few reworked maps like Ravenholm, fixes to the parkour system and just general issues like cubemaps cutting themselves off in some maps.

Game tech was included but isn’t being used yet, for example PBR, Depth of Field, and FMOD Studio. We added both PBR and FMOD and have them working in game, but we only have one or two people that can make PBR textures and it’s a slow going process. Depth of field is giving us more of a headache then we thought it would, so we decided not to include it in this update.

The game has switched to the multiplayer version of Source SDK 2013, which enables us to compress the game levels to take up less space, and we’ve also updated the project to Visual Studio 2022, which has the benefit of better performance in game due to a more recent compiler.

We have plans to further expand on Black Mesa, expanding it from one level to about five or so, as well as redoing much of Act 3 so there’s more content to be had. It’s going to be awhile before any of this happens because we are working on redoing parts of Act 1 and another map in Act 3, but we only have a handful of level designers that can create a level from start to finish.

I want to thank all the people that joined our discord to offer help, and I want to thank especially the busy people who have joined our dev team. There’s been a lot of time and effort expended into working on the source engine and getting it up to modern standards.

If you want to support us and allow us to buy things for the project and/or support my Funko POP addiction, you can give money to our Patreon.

Join our discord to see what we are working on. If you want to opt-in to our development build, select the weekly release in the Beta properties, just be warned that things will break from time to time.
Swords and Sandals Immortals - Whiskeybarrel Studios
Hey gladiators! A small patch today to just improve and change how spikes work in battle because they have been bugging out and causing many issues for people. Hopefully this patch improves that greatly. There's also some other bugfixes and changes for you to check out.

This week I am working on the endgame animations for when you confront the Starbound Gladiator as we prepare for the final battles!

V 0.6.1.E ( September 12, 2022 ):
--- NEW FEATURES ---
• You can now edit your taunt and victory quotes at any time from the character sheet panel
--- BALANCE CHANGES / STAT FIXES ---
• Reduced the % of essence drained per point in the Captivation talent from 10 to 8
--- BATTLE CHANGES / FIXES ---
• Fixed a bug where arena rules like time limits applied to Battle Dummy / Simulcrum battles
• Reworked spikes again to fix some bugs in the last iteration of the game
• Your lunge attack now takes your agility into account so you can jump further when attacking.
• Another fix for survival battles where enemy gladiators were dying during repeated survival rounds.
• Forced Doomtrek and Willard's Sound to always follow Standard arena rules ( no tag team fights etc)
• Fixed a bug where the Captivation talent did not drain your enemy's essence by the correct amount.
Netherguild - David [Netherguild Dev]
Change log 12/9/2022 | Version 0.19(A)

Bugfixes:
  • Fixed combat start crash (likely caused by shrimp nests)
  • Fixed equipment-comparison crash

Sep 11, 2022
F.O.G. - Fear Of Going - Happy Art Club
Added skill tree.
Removed skill point system.
Stats have been re-balanced.
Base attack speed buff.
Maximum level is now 50.
Experience points required to get to max level reduced.
Enemies from all floors now give the same number of experience points.
Added slide movement system.
Hopping no longer maintains momentum.
Jump can no longer be held down.
The grey man now gives ten halos up from five.
The gun can no longer be purchased to reduce confusion for new players.
UI fixes and improvements.
Bug fixes and performance improvements.
Rune Knights - Aeromir
BALANCE

SKILLS
Fireball - Burn % now scales with charge amount.
Flame Dash - Now inflicts 10% Burn per second. Tooltip updated for clarity.

Dev Note: The tooltip for Flame Dash stated that it was dealing 40% damage per second and had no mention of Burn. What it was actually doing was attempting to inflict a flat 20% Burn (non-stacking) twice per second, so Flame Dash was dealing half of the intended damage and if a target already had a higher % Burn, Flame Dash was completely ineffective. This change allows Flame Dash to build on existing Burns as originally intended.

TALENTS
Ehtiras - Soulsplitter: Now applies Greater Spell Weakness, causing targets to take 40% more damage from your spells, up from 25%.

Spell Weakness damage bonus: 25% -> 20%

FIXED
  • Fixed Tier 2 and 3 Enfeeble Enchants applying at Tier 1 strength.
  • Fixed Construct Spidermine doing more damage than intended to targets through chain lightning.
  • Fixed Tranquility not being removed in some situations.
  • Fixed being able to maintain the effects of certain area buffs after leaving the area.
Starship Simulator Playtest - Fleetyard Studios
• Restored the Sensors and Helm panels on the Bridge, which seemed to vanish in the last patch.
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