Releases: mapbase-source/source-sdk-2013
Mapbase v8.0
This update adds better player model/c_arms support, rewrites VScript's save/restore system, includes new entities, and adds a number of other new features.
More information on changes can be found on this article.
Download
Mapbase v7.3
This is a small-ish update which fixes some issues and adds some new quality-of-life features, including a new way of manipulating entities in VScript, outputs for vgui_screen buttons, and the optional ability to +USE prop_ragdolls.
More information on changes can be found on this article.
Download
Mapbase v7.2
This update fixes some long-standing issues and includes a few interesting new features, including support for custom game_text fonts through VScript.
More information on changes can be found on this article.
Download
Mapbase v7.1
This update primarily focuses on VScript VGUI, Linux support, and bug fixes.
More information on changes can be found on this article.
Download
Mapbase v7.0
This update focuses on new NPC animations, some big Alien Swarm SDK ports, changes to developer commentary mode, bug fixes, and additional augmentations to existing content.
More information on changes can be found on this article.
Download
Mapbase v6.3
This update includes video playback improvements, VGui world screen videos, VGui world screen text, VScript convars/commands, VScript optimizations and improvements, etc.
Download
Changelist:
- Added video panel code from Alien Swarm SDK + custom looping support
- Added
logic_playmovieandvgui_movie_displayfrom Alien Swarm SDK - Added "Disable flashlight" keyvalue/inputs inspired by Portal 2's
- Added keyvalue to
combine_minefor disabling companion avoidance (prompted by Shadowysn) - Added EnableCrouch input to
npc_strider(suggested by iiboharz) - Added semi-standardized custom model support to several NPCs (not yet reflected in FGD)
- Added
vgui_text_display, an entity which displays a VGui text label oriented in the world - Fixed a crash related to an obscure choreo event
- Fixed
env_creditsalways resettingsv_unlockedchaptersto 15 when it shouldn't - Fixed a crash on exit involving the presence of multiple VGui screen manifests and a possibly defunct memory leak fix
- Added halo scale and custom material keyvalues to point_spotlight
- Added volume scale to
env_microphone - Added keyvalues for controlling
func_rotatingmin/max sound pitch (suggested by Kralich) - Added keyvalue/input to set suit zoom FOV in
logic_playerproxy - Added
vgui_screens_mapbase.txtfor loading shared VGui screens - Added custom convars and console commands for VScript (contributed by samisalreadytaken)
- Added effects singleton for engine effects, including TEs, d-lights, etc. (contributed by samisalreadytaken)
- Fixed critical script context thinking bugs (contributed by samisalreadytaken)
- Added clientside VScript context thinking for the world entity (contributed by samisalreadytaken)
- Added several shared utility functions related to Vector, math, game time, etc. (contributed by samisalreadytaken)
- Added various serverside entity functions to clientside VScript entities (contributed by samisalreadytaken)
- Changed
Vectorprint syntax to be more like Source 2's (contributed by samisalreadytaken) - Exposed
CAI_BaseNPC::GetActualShootPosition()and related functions to VScript - Exposed
npc_sniperto VScript - Added hooks for
CBaseAnimating::HandleAnimEvent()and C_BaseAnimating::FireEvent() - Fixed spelling errors of "Receive" in the
NetMsgVScript singleton - Fixed VBSP VScript documentation not working
Mapbase v6.2
This update includes viable applications for client-side VScript, CS:S viewmodel chirality, and tons of improvements or fixes for other misc. or VScript-related subjects.
Download
Changelist:
- Added CS:S viewmodel chirality, meaning weapons can be mirrored with the
cl_righthandcvar (contributed by 1upD) - Added "Fixed constraints" spawnflag to
prop_ragdoll - Fixed
func_rotatingangles fix not working - Fixed
host_timescalescaling sounds when cheats are off - Fixed a
npc_zombiecrash caused by inflictor-less crush damage - Added
logic_script_client, an entity which could run VScripts on the client - Expanded
CNetMsgScriptHelperto support fully custom network communication (contributed by samisalreadytaken) - Added save/restore to client-side VScript
- Fixed crash from reloading a save from a previous session of the game (contributed by reductor)
- Reworked VScript save/restore cache to fix various related issues (contributed by reductor)
- Fixed player instance not working in client-side VScript (contributed by samisalreadytaken)
- Exposed client-side ragdoll class and functions to VScript, allowing control over client-side ragdolls
- Added
debugoverlayto the client (contributed by samisalreadytaken) - Added a bunch of client-side VScript functions to
C_BaseEntityandC_BaseAnimating - Added
OnServerRagdollhook for VScript - Exposed full context-based thinking to VScript (contributed by samisalreadytaken)
- Added display-related functions for client-side VScript (contributed by samisalreadytaken)
- Added hash maps for save/restore tables and event listeners (contributed by samisalreadytaken)
- Moved VScript documentation to its own namespace (contributed by samisalreadytaken)
- Made instance name fixup stop fixing up names starting with
!, which was causing problems with procedurals like!activator(reported by 1upD)
Mapbase v6.1
This update mainly aims to fix issues introduced in previous updates with low regression risk.
Download
Changelist:
- Added postprocess_controller entity from later versions of Source
- Added env_dof_controller entity from later versions of Source
- Fixed auto-breaking game_text/choreo text not null terminating
- Fixed console groups showing up at the wrong developer levels (reported by Iridium77)
- Added more mesages to console groups, including a new "NPC AI" console group
- Fixed typos and added elaboration in various cvars, console messages, etc.
- Fixed npc_metropolice not using frag grenades correctly when allowed to use them
- Fixed npc_metropolice not registering stitching squad slots in AI
- Fixed SetModel input late precache warning
- Fixed env_global_light angles resetting upon loading a save
- Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing
- Changed the way metrocops deploy their manhacks so they could use their manhack death response properly
- Added new inputs to item_item_crate related to crate contents
- Added spawnflag to npc_helicopter for aiming at enemies even when the gun is off
- Fixed game_convar_mod "Start Activated" flag not working (reported by 1upD)
- Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK
- Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak (reported by samisalreadytaken)
- Allowed VScript functions which return null strings to actually return null instead of empty strings (contributed by samisalreadytaken)
- Added VScript member variable documentation
- Fixed VScript documentation lines sometimes mixing together
- Fixed VScript singletons having a ! at the beginning of descriptions
- Added Color struct to VScript and allowed color-related inputs to use it
- Added more VScript functions for weapons, ammo, ragdolling, and response contexts
- Added GameRules singleton for VScript
- Exposed AI interaction system to VScript
- Recovered some lost VScript documentation from older revisions of the Mapbase wiki
- Added a way to get the current game's load type in VScript
- Fixed Precache/SpawnEntityFromTable not accounting for a few important field types
- Added VScript functions for getting a player's eye vectors
- Added VScript functions for NPC sleeping/waking
- Added VScript functions for getting sounds from surface data
- Adjusted CAI_Expresser in VScript
- Fixed VScript save/restore crashing under certain circumstances involving Vector (contributed by reductor)
- Fixed excessive amounts of parallax corrected cubemaps messages being printed in VBSP
Mapbase v6.0
This update adds console groups, particle rain, and a myriad of VScript changes.
Download
Changelist:
- Fixed path_track paths saving as pointers instead of handles (reported by Cvoxulary)
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces (reported by Shalashaska)
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars (prompted by samisalreadytaken)
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added LightToggle input to point_spotlight (suggested by Kralich)
- Added Enable/DisableSprites on npc_manhack (suggested by Gameboy555)
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK (assisted by 95Navigator)
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on (suggested by Iridium77)
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs (reported by iohnnyboy)
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed (contributed by iohnnyboy)
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish (suggested by alex_mmc)
- Added OnLostEnemy/Player support for npc_combine_camera (prompted by Dana Cief)
- Fixed hardware shadow filtering on projected textures (contributed by RoyaleNoir)
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Fixed $bumpmask not working on SDK_LightmappedGeneric (reported by beefbacon)
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working (reported by THS2121966)
- Added limited support for $envmapmask in the bumpmapping shader (prompted by Shift)
- Added several new singletons and functions inspired by later versions of Source/Source 2, including game event listeners, save/restore tables, file read/write, and much more
- Added functions for game event listening based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
- Added functions for save/restore tables based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
- Added functions for file read/write based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
- Added singleton for user messages based on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
- Added functions for I/O instancing on documentation from later Source/Source 2 games (contributed by samisalreadytaken)
- Fixed EntitiesInBox, etc. not working when entities have identical names (contributed by samisalreadytaken)
- Optimized various VScript code to run faster and have more utility (contributed by samisalreadytaken)
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Added VScript to VBSP with basic map file interfacing
- Fixed more issues with parallax corrected cubemaps and instances (reported by THS2121966)
- Made instance variable recursion consistent with VMFII (prompted by 1upD)
Mapbase v5.1
This update improves support for manifests and integrates a few bug fixes. It also contains VScript implementation contributions from samisalreadytaken.
Download
Changelist:
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn
- Added WIP background nodraw for point_cameras set to not draw skybox at all
- Fixed map-specific talker not flushing on restore
- Added optional HUD hint to code-based game instructor hints
- Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD)
- Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input
- Fixed math_mod not saving mod value (reported by Klems)
- Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps
- Updated thirdpartylegalnotices.txt to mention the Squirrel API
- Fixed incorrect type checking for script instances in VScript
- Added a bunch of new misc. VScript constants
- Added a few new base VScript functions
- Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts
- Fixed debug overlay functions by replacing them with a Source 2-style singleton (contributed by samisalreadytaken)
- Renamed a bunch of VScript functions to make them more in-line with later Source (2) games, still allowing the original names to be used as legacy support (contributed by samisalreadytaken)
- Added expanded support for script function thinking (contributed by samisalreadytaken)
- Fixed worldspawn crashing the game when running entity scripts (reported by krassell)
- Fixed manifests creating a second worldspawn, allowing them to function properly in HL2
- Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping
- Added a keyvalue to func_instance which allows vector axis lines to be remapped properly
- Added support for manifest root path instances in VBSP
- Added missing PrintBrushContents() contents to VBSP
- Added -nohiddenmaps parameter
- Made manifest cordon somewhat functional
