==Source SDK==
Several significant enhancements and bug fixes have been made to the Source SDK 
tools and source code. See below for additional details and please note that 
this update does not include support for Left4Dead content creation. Support 
for Left4Dead will be included in a future update.
=SDK Tools=

 *   Fixed the issues with the following tools: height2ssbump, normal2ssbump, 
pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck
 *   Fixed an issue in studiomdl pertaining to $shadowlod {
=Hammer=

 *   The texture browser automatically ignores most textures that cannot be 
placed on brushes or displacements, as well as anything inside a .svn folder 
for those using svn as their choice of versioning software.
 *   Added additional auto visgroups for sprites and cubemaps
 *   Seperated the VRAD calls into two sequential while using HDR (-ldr and 
-hdr) instead of -both
 *   Model browser is now created once per session
 *   Displacement brush dial now has greater range
 *   Added a stop button to sound previews
=SDK Launcher=

 *   Added the ability to edit game configurations with vconfig
= Source Code=

 *   Added a new template mod that replaces the old 'advanced' source . This 
template has options for teams,classes, sprinting, prone, stamina, etc. When 
you create a mod with the wizard it will ask you which options to enable by 
default. Note: you must build the source. Users wishing to create only content 
should not use this option.
 *   Added shader source;  fxc.exe, psa.exe and vsa.exe must be placed into the 
dx9sdk\utilities folder and you must modify 
materialsystem\stdshaders\buildsdkshaders.bat to set your paths.
 *   Most tonemap controller options now work in multiplayer. The 'template 
mod' map 'sdk_teams_hdr' demonstrates this.
 *   All three mod types by default mount the required appid's - Multiplayer 
uses 218 and mounts 320 for example. Gameinfo.txt contains a new entry 
'AdditionalAppId' for this purpose.
 *   Particle systems can now be defined with a per-map manifest, similar to 
soundscapes. Inside the particles folder you simply create 
particles_mapname.txt and declare your particle system files just like the 
regular manifest. Prefix with ! to cache automatically. Ex: "file"          
"!particles/mymap_effects.pcf"
 *   Fixed a number of issues which caused the server to not compile in linux.
=Multiplayer Source Code=

 *   Players animate with the new animation system that came along with TF2.
 *   Fixed third person animations and all effects
 *   Fixed SLAM issues
 *   Fixed Use of UTIL_GetLocalPlayer on the server in various locations
 *   Fixed a number of other bugs / asserts.
=Singleplayer Source Code=

 *   Fixed a number of issues preventing the source from functioning correctly
 *   Added new vehicle "hl2buggy" so that users may have both the charger and 
the old buggy.



-Tony

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