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Releases: mapbase-source/source-sdk-2013

Mapbase v4.2

01 Jul 20:26
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This update is a follow-up to Mapbase's v4.1 update and includes a few minor improvements.

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Changelist:

  • Fixed default function parameters not being saved (contributed by reductor)
  • Fixed Vector.Norm() returning a normalized version of the vector instead of just normalizing in place and returning the length (contributed by reductor)
  • Added keyvalue to use random bounds on logic_timer to limit AddToTimer/SubtractFromTimer inputs (suggested by White_Red_Dragons)
  • Fixed inconsistent env_projectedtexture state on save/load
  • Added code to allow skybox to use a direct entity handle instead of a stored origin and angles in order to take advantage of entity interpolation while moving (less jittering)
  • Moved map-specific file manifest parsing to happen after other entities are created (highly experimental)
  • Added various misc. code improvements related to debug build and MP branch
  • Fixed some VScript ammo type-related code forgotten in the previous update
  • Added more VScript functions to CBaseAnimating, including pose parameter functions and the ability to look up bones and get bone position
  • Added more origin and angles functions for VScript (suggested by krassell)

Mapbase v4.1

21 Jun 15:44
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This update adds onto v4.0 and fixes a bunch of long-standing issues.

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Changelist:

  • Exposed CAmmoDef to VScript and changed ammo type functions accordingly
  • Added TakeHealth and IsAlive to CBaseEntity
  • Added $treeSway
  • Added several inputs to control env_wind keyvalues + a new $treeSway scale keyvalue
  • Added "Expanded name fixup" keyvalue to point_template which allows name fixup to fix up output parameters
  • Fixed the rope on rappelling NPCs causing graphical issues
  • Fixed prop_vehicle_prisoner_pod missing "EnterVehicle", "EnterVehicleImmediate", and "ExitVehicle" inputs
  • Fixed hostile citizens not damaging player
  • Fixed an uncommon npc_metropolice crash from when it's not in a squad
  • Made SetTarget input update target handling on NPCs
  • Changed ammo type functions to be more organized, added AmmoDef singleton
  • Added more precache functions
  • Added various misc. entity functions, like GetAllWeapons or AddOutput
  • Added more utility functions
  • Added IsValid to VScript library (reductor)
  • Made various optimizations and fixes to the source code, especially for GNU compilers (z33ky)

Mapbase v4.0

13 Jun 22:29
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This update adds VScript and makes a few other changes.

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Changelist:

  • Added reductor's support for VScript in Source 2013
  • Fixed SDK_Refract and SDK_Water not using new cubemap method
  • Added missing .inc files for SDK_ShatteredGlass
  • Updated gitignore
  • Fixed parallax corrected cubemaps sometimes causing VBSP to crash
  • Added spawnflag to npc_headcrab which can prevent a headcrab from drowning
  • Added spawnflag to npc_headcrab which can prevent a headcrab from instantly dying to a melee weapon

Mapbase v3.1

02 May 02:12
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This update adds a few new features and fixes a few existing features, including features that were either already part of Source or introduced with Mapbase itself.

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Changelist:

  • Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode
  • Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots
  • Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist
  • Added OnSoundFinished output to ambient_generic
  • Added the ability to use custom models/nuggets with item_grubnugget
  • Fixed a crash with citizen medics healing nonexistent targets
  • Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance
  • Added keyvalue and input to env_microphone for utilizing a different audio channel
  • Added "SetPitchScale" input to env_microphone
  • Fixed info_player_view_proxy not using angles
  • Fixed dirt variant elite model not being recognized as elite
  • Made headcrab hints properly register the start of use (for hint outputs)
  • Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers
  • Added spawnflag for func_breakable_surf to correctly play the break sound
  • Added keyvalue for using cheaper warn sound code for combine_mines
  • Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider
  • Added signal gesture activities
  • Fixed stunstick not using metrocop knockout/stun code correctly
  • Fixed a possible crash involving a NPC's weapon being removed during alt-fire
  • Fixed(?) flashlight shadow filters
  • Added support for multiple look entities in trigger_look
  • Added npc_metropolice alt-firing
  • Fixed npc_metropolice using pistol burst firing on weapon_357
  • Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs
  • Fixed npc_metropolice not recognizing some crouch activities correctly
  • Changed weapon_357 so it runs a tracer each shot from NPCs
  • Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass
  • Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code
  • Made game_convar_mod much more reliable
  • Fixed non-mirrored npc_turret_lab refusing to die
  • Made npc_turret_lab use SMG1 ammo instead of AR2 ammo
  • Fixed block LOS brushes sometimes not working with players (and possibly similar issues)
  • Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research
  • Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form
  • Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps
  • Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research
  • Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research
  • Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research
  • Other misc. fixes

Mapbase v3.0

05 Feb 20:36
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This update makes a few special functionality changes to Source.

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Mapbase Release Build

Changelist:

  • Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing *
  • Added support for regular expression matching
  • Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp
  • Fixed env_global_light brightness
  • Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro)
  • New UnZoomWithRate and SetZoomRate inputs on env_zoom
  • New "Don't change target's angles" flag on logic_measure_movement
  • Fixed logic_measure_movement not using ignore origin flags correctly
  • Fixed filter_damage_mod secondary filter not recognizing mode correctly
  • Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code
  • Added SetEntityName input for setting an entity's targetname
  • Added "SetTarget" support to point_posecontroller
  • Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health
  • Added ignore flags and several direction-related inputs to math_vector
  • Added pose parameter stuff to logic_modelinfo
  • Fixed ChangeWeapon not changing during combat
  • Fixed holster/unholster on NPCs without holster/unholster animations
  • Fixed func_tank and other "player in the way" code ignoring notarget
  • Added SetPoseParameter input to animating entities
  • Introduced an experimental chapter system which allows for custom chapter title/restriction management
  • Added SetChapterTitle input to worldspawn for dynamic title changing
  • Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues
  • Fixed mapbase_rpc_enabled not actually affecting RPC
  • Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users
  • Fixed some problems with the new shared activities
  • Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity
  • Added env_microphone pitch scale for scaling the pitch of transmitted sounds
  • Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT
  • Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing
  • Fixed $envmapmasktransform and $bumptransform on SDK_VertexLitGeneric and related shaders
  • Areaportal leaks now stop compilation in leaktest
  • Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect

Mapbase v2.1

18 Dec 06:59
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This update was put out in response to some issues with v2.0, but it still introduces a few new things.

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Mapbase Release Build

Changelist:

  • Fixed parallax corrected cubemaps not working when cubemaps are disabled
  • Fixed a crash with some new script_intro code
  • Fixed item_health/suitcharger not emptying or using correct animation with keyvalue charge
  • Added a new "Always touchable" spawnflag for weapons and items that should disregard obstructions
  • Added "OnFoundNPC" output on scripted_sequence for when a NPC starts moving to play the script
  • Fixed npc_snipers not working when parented or not working when attacking parented targets
  • Changed "ai_nographrebuildmessage" to "ai_norebuildgraphmessage" to reduce confusion and increase visibility (it is assumed nobody was using it before, at least not in a compatibility-breaking way)
  • Added damage bit modification to filter_damage_mod
  • Added Add/RemoveSolidFlags input to all entities + added "Collide with owner" solid flag from the VDC
  • Added custom model support to item_health/suitcharger

Mapbase v2.0

14 Dec 05:59
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This update fixes the dreaded shader performance issue and introduces custom compile tools.

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Mapbase Release Build

Changelist:

  • Added custom map compile tools (vbsp, vvis, vrad)
  • Changed blink fix (shouldn't change anything in-game)
  • Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
  • Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
  • Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
  • Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
  • Made interaction code capable of being dispatched on any entity, not just combat characters
  • Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
  • Fixed certain NPCs getting out of the way for the player when they hate them
  • Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
  • Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
  • Selectable color for ragdoll boogie/point_ragdollboogie
  • Fixed PickupWeaponInstant not firing weapon pickup outputs
  • Introduced inputs and keyvalues for "lerping" to math_counter_advanced
  • Fixed ClearConsole on logic_console
  • logic_convar should now detect client convars correctly
  • New NormalizeAngles input on math_vector
  • logic_modelinfo LookupActivity input
  • math_generate fixed and expanded to be more like math_counter
  • Added a WIP game logging system for playtesting maps
  • Introduced logic_playerinfo, an entity that can read a player's name or ID
  • Fixed some new filters not working with filter_multi
  • Added radius pickup spawnflag to func_physbox
  • Added "Preserve name" spawnflag to weapons
  • Added cc_achievement_debug message for when an achievement doesn't exist
  • Made npc_combine_s not speak while in logic_choreographed_scenes
  • Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
  • Expanded and cleaned up npc_zombie_custom
  • Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
  • Allowed player squad commands to go through +USE-held objects
  • Added a bunch of I/O/KV to trigger_waterydeath for better configuration
  • Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
  • Adjusted game_convar_mod for MP planning
  • Removed the func_precipitation custom particle/splash code for now, as it was causing problems
  • Fixed env_global_light not accepting lightcolor
  • Added "Additional Buttons" to player_speedmod
  • Added save comment to RPC
  • Added env_projectedtexture attenuation
  • Added scripted_sequence OnPreIdleSequence
  • Added OnCrab to zombies
  • Added skill_changed game event (may need further testing)
  • Added a fix for viewmodels flipping under extreme FOV values
  • Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
  • Fixed a very, very, very major shader performance issue
  • New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
  • Code improvements for I/O involving angles
  • logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
  • Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
  • Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
  • Miscellaneous shader formatting adjustments and fixes
  • Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
  • Fixed a video playback issue related to the "playvideo" command (contributed by Avanate)