<3 you valve. Loving the TF2 Animation update coming, the per-map particle manifest, and all the other code options.
On Mon, Mar 16, 2009 at 5:03 PM, Kyle K <[email protected]> wrote: > I've been looking forward to seeing vconfig work again! Thank you thank > you thank you :) > > Tony Sergi wrote: > > ==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 > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

