Lots of improvements this time, addresses many of the issues with the previous Steam build.
Big thanks to the P2CE and Momentum teams who helped make this possible!
- Implemented Direct3D 11 rendering backend (Thanks, Momentum!) (To use, launch game with -dx11)
- Added `prop_testchamber_sign` entity
- Added AbsoluteVelocity KeyValue to `trigger_catapult`
- Improved filtering and modifiers for lasers and related entities
- Added inputs to `logic_playerproxy` to give the player a Portal Gun
- Added `Open` and `Locked` KeyValues to `prop_testchamber_door`
- Added recolorable portals
- Added `PortalColor` and `PortalAlternateColor` material proxies
- Added scriptable primitives to Hammer
- Improved `ss_force_primary_fullscreen`
- Cleaned up `demoui`
- Panorama now prioritises loose files over `panorama.pbin` when launched with `-dev`
- Enabled Panorama Debugger
- Ported improvements from live Portal 2
- Allowed view-models to be affected by `env_projectedtexture`
- Improved Advanced Video settings
Fixed `point_viewcontrol` and spawn origin on `sp_a3_01`Fixed underground footstep sounds on gratesFixed `phys_ballsocket` constraint not spawning when Entity 2 is set to itselfFixed sound stopping when `vgui_movie_display` starts playingFixed audio randomly mutingFixed crouch animation speedFixed crash when walking through portals with the Gravity GunFixed co-op portals getting fizzled when looking at themFixed normal directions for the Sculpt Push tool in HammerFixed turrets not collding with clips and NPC clipsFixed `player_weaponstrip` not properly hiding the view-modelFixed Portal 1-style crosshair not fading into screen fadeFixed mouse cursor not showing up on the Pause MenuRe-added `valve.rc` to fix potentially broken user configsFixed Linux launch script so it can probably handle spaces in pathsRemove redundant `vphysics_client` libraryModified `vphysics` library to not depend on `tier0_client` and `vstdlib_client`Removed weird sym-linking logic from the Linux launch script