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Version 2.5.3
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TeamSpen210 committed Nov 1, 2023
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38 changes: 36 additions & 2 deletions CHANGELOG.md
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# Version (dev)
# Version 2.5.3

## 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](https://github.com/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 `$collisionjoints`.
* Add missing `bunting` keyvalue to `comp_prop_cable`.
* Areaportal windows will automatically force the brushes used to nonsolid, and clear some physics data.
* Propcombine will no longer merge props found in different areaportal areas. This allows props on the outside of a building to be culled when inside, or vice versa.
* Automatically set the "transmit to client" flag for `info_target`s used as particle system destinations.
* Change `sky_camera` model to be more visible with `tools/toolsskybox` behind it.
* Allow physboxes to completely override their mass.
* The postcompiler can now automatically handle custom models for various Portal 2 entities.
## Bugfixes
* `comp_pack_rename` will now automatically also include the auxiliary `.mdl` files.
* #10: The center of the axis helper used for sprites can now be clicked on.
* #232: Readd missing `OnFizzled` output on `prop_weighted_cube`.
* Limit the size of propcombined groups to avoid hitting vertex limits.
* Prevent automatically packing models specified only as Hammer previews in various entities.
* Fix propcombine sometimes removing collisions entirely from component props.
* Add an option to allow the sources for compiled models to be preserved.
* Improve description of `wait` and `OnTrigger` options in `trigger_multiple`.
* Fix #192: Use both specified model and cube type field to find matching cubes for vactubes.
* Restore missing projected texture shadow keyvalues.
* Fix `comp_precache_sound` not handling sound characters at the start of raw filenames.
* Allow `comp_vactube_start` to be set to have a timer which starts disabled.
* If required, add various QC flags like `$mostlyopaque` to propcombined props.
* Set Precache/OnPostSpawn in generated VScript, to prevent double-firing functions already in Entity Scripts.

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* 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_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).
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6 changes: 4 additions & 2 deletions README.md
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<div align="center">
<img src="logo/icon_256.png" alt="Hammer Addons" height="200" />
<div style="text-align: center">
<img src="logo/icon_256.png" alt="Hammer Addons" width=256 height=256 />
<br>
<br>
<p> <b>Teamspen's Hammer Addons </b></p>
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| Entity | Description |
|----------------------------------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| `comp_adv_output` | Adds a single output to another entity, while allowing instance renaming or `$fixups` to apply to only certain parts. |
| `comp_flicker` | Fires on/off and skin inputs repeatedly to simulate a flicker-on effect. |
| `comp_case` | Version of `logic_case` which is optimised away by the compiler. |
| `comp_choreo_sceneset` | Chains a set of choreographed scenes together. |
| `comp_entity_finder` | Finds the closest entity of a given type, then applies various transformations. Outputs from this entity will be moved to the found entity. |
| `comp_entity_mover` | Shift an entity by a given amount. This is useful to place entities into the void, for example. |
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