Version 4.44.0
You will also need to download the updated item packages.
Windows 7 and 8.1 users need to download the 32-bit app (even if you have a 64-bit system)
New Features:
- Added the Destruction Target, a bullseye that turrets shoot to fire outputs.
- New custom models for Old Aperture Laser items, made by Rosemary Webs.
- Laser Catchers and Emitters can now use the alternate model which is closer to the floor.
Enhancements:
- #1893: Add compile logs to error display windows.
- #1984: The "save settings to palette" will now change to match the selected palette. This means clicking "save" won't accidentally delete saved settings.
- #3917: New editor models for P1 entry/exit doors.
- #4315 & #1100: Piston and Track Platforms can now have their speed customised.
- Add compiler error if unused cube types on piston/track platforms.
- Add some informative errors if Unstationary Scaffolds (or similar UCP items) are connected in an invalid manner.
- Added "Compress Items" option, which hides all but one of each on the item list.
- Added a new Clean coop corridor, which shoots the bots up out of the floor.
- Added a warning screen to the developer tab of the options window, indicating that some of these options can temporarily break BEE if changed.
- Added tint mask for ARES 228's Old Aperture ball, when being coloured.
- Change palette item format to permit "holes" in the position of items. This isn't exposed in the UI yet.
- Display the authors of corridors.
- If a duplicate package is present, include the paths of both in the error message.
- Internal files are now placed in a
bin/
subfolder, instead of cluttering the folders containingBEE2.exe
,vbsp.exe
andvrad.exe
. - Large and Small Faith Plate items have now been merged together. This means the "faith_variants" package has been removed entirely, make sure to remove that file.
- Moved various palette-related buttons, to group them with the other palette options.
- Pellets may now be configured to no longer hurt players.
- Rearranged the UI on the corridor picker display.
- Redo the selector on the Item Properties pane to make it more clear that it swaps pages.
- Several editor models have been remade: Pellet Destroyers, Logic gates, Triggers, Catwalks, Coop Checkpoints, P1 Entry/Exit Doors and P1 Fizzlers.
- Skip disabled packages when extracting resources.
- Timer-style indicator panels at the end of antlines can now have a custom appearance for some items (Delayers). This allows them to show both count-down and count-up displays.
- Tweak Coop Spawn Room editor model to indicate orientation when vertical.
- VPK files can be now placed into
vpk_override
to have them be combined with the built VPK.
UCP-Relevant Changes:
- Terminology change: "Condition Flags" have been renamed to "Condition Tests" - I think that sounds a bit better.
- Added an
Inherit
option to Corridor Groups. This specifies the ID of another style, causing all
corridors to be copied from that other style. - Make several results properly permit options to use
$fixup
variables:addOverlay
,changeInstance
,setKey
,localTarget
. properties.txt
for items is now optional, since most of these options can be set elsewhere.PosIsSolid
andReadSurfType
now have adebug
option. When "Developer Mode" is enabled,
info_target
s are generated to mark the locations being sampled, and the contents of this field
is copied into those as a comment to help identify them.- Behaviour change: in Fizzlers,
model_mid
will now be affected by theNameType
value. - Added the
Error
result, which allows producing a custom error message from a package. - #1313: Allow disabling the triggers produced by
CustVactube
. - When Dev Mode is on,
SetTile
now dumps the tiles it's trying to set into the final map. ConfigGroup
slider widgets can now be set to display "Off" when set to zero, also fixed them not snapping to values.
Bugfixes:
- #1955: Fix some situations causing incorrect catwalk placement.
- #3574: Fix leaks when using Old Aperture drawbridge with inputs.
- #3878: Fix missing frames in 70s/80s Half Glass Door.
- #4076: Added safeguard in case Sendificator sends cubes out of bounds - they will be fizzled.
- #4288: Change origin of
static_phys.mdl
to fix leaks if angled panels are facing a wall at a corner. - #4312: Fix blank Glass/Grating item descriptions.
- #4336, #3941: Fix some catwalk placement issues.
- #4352: Fix Clean Coop Entry not cutting tiles when on the floor/ceiling.
- #4378: Fix 1970s SP exit door sign not working when vertical.
- #4379: Fix leak with P1 Adjustable Pedestal Buttons.
- #4392: Fix incorrect nodrawing of tiles underneath Clean/P1/Overgrown BEE1 doors.
- Add a scrollbar if required to the corridor selection window.
- Add clips to panels in Clean SP upward exit.
- Always pack generated resources even if packing is disabled in options.
- Antline toggle, checkmark and timer items are now defined as proper items instead of directly in the style. This ensures they can be inherited as normal.
- BEE will detect
portal2_dlc3
being in use and pick another DLC folder for its VPKs. - BEEmod/BEE2-items#4325: Set corridors to force upright even if vertical corridors are not available.
- Disallow Scaffold Slot items from being used as a midpoint.
- Fix compile failure if 80s lobby entry is used with crushers.
- Fix Piston/Track Platforms always using 4x4 tile patterns.
- Fix potential z-fighting near the hinge of static angled panels.
- Fix seams in Clean custom fizzler model, improve collisions.
- Fix single-dot antlines sometimes failing to be placed.
- Improve entry door logic to prevent being able to portal past the door-close trigger.
- Increase brightness of light strips in Clean corridors.
- Paint Splats will correctly rotate to aint Angled Panels they are placed on top of.
- Parse game translation files in an even more lenient way, to handle some Portal 2 files correctly.
- Piston Platforms will now correctly accept Surface Lacquer, if placed on their base.
- Properly pick free port for error server.
- Remove duplicate sign in Clean SP downward exit, if the regular sign is present.
- Removed the "Prevent Portal Bump (fizzler)" stylevar. It is useless and never worked.
- Set a minimum light value on flip panels, to partially mitigate #4022.
- Set a title for the corridor selector window.
- The Overgrowth music track now functions properly.
- Use a model for the sides/back of P1 Piston Platforms, to fix collision (especially with portals) and allow them to be lit dynamically.
- When spawning in Clean corridors, make the test chamber sign start illuminated.