Updates to Source SDK have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Source SDK
- Added source files for ten shipping TF2 maps
- arena_lumberyard
- arena_ravine
- cp_badlands
- cp_dustbowl
- cp_granary
- cp_gravelpit
- ctf_2fort
- pl_badwater
- pl_goldrush
- tc_hydro
- Updated shadercompile binaries and added missing DLL needed for shader compilation
SDK Tools
- Fixed the issues with the following tools: height2ssbump, normal2ssbump, pfm2tga, splitskybox, vbspinfo, vmt_tweak, vmtcheck, shadercompile
- 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
- Separated 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.
- 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 appids - 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.
- 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
Showing posts with label Cubemaps. Show all posts
Showing posts with label Cubemaps. Show all posts
15 June 2009
Source SDK Update Released
09 November 2007
Source SDK Update Released
Label
Add,
Cubemaps,
Fix,
Hammer,
Lighting,
Modelviewer,
Source SDK
Updates to the Source SDK have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
- Fixed problem with building cubemaps for TF2, Ep2, and Portal maps
- Added missing models and textures for Hammer and Model Viewer. This addresses two crashes
- Fixed problem loading 'FileSystemOpenDialog.dll' in Hammer and Model Viewer
- Changed the game configuration logic such that only Orange Box games are available in the active games list when the SDK is set to use Orange Box tools. Only pre-Orange Box games are available when the SDK is set to use the Ep1 tools
- Temporarily disabled Hammer Lighting preview modes until compatibility issues can addressed
10 January 2006
Source Engine Update Available
Label
ATI,
Cubemaps,
Fix,
Source Engine,
Update
Updates to the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Source engine
- Fixed problem users with ATI cards were experiencing with overly shiny cube maps
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