Portal 2: Community Edition - 0.9.0
Finally, 0.9.0 is out! We've made huge progress on major features in this update.
We're proud to announce that DirectX 9 is **gone** and that we've massively increased
map & engine limits!
Thanks to all who tuned into our QnA stream yesterday! We've timestamped the VOD which
can be found here:
Watch on YouTube
Limitless Potential...
After months of hard work by Momentum team members SCell555, Xen and others,
map size and many engine limits have either been increased or removed entirely.
Mappers may now enjoy a whopping 131,072 x 131,072 x 131,072 grid- 4 times larger on each axis than the standard Source engine grid.
Summary of new limits in BSP v25
- Grid size (game units): 32768 -> 131072
- models: 1024 -> 65536
- brushes: 8192 -> 131072
- brushides: 81920 -> 655360
- planes: 65536 -> 1048576
- vertexes: 65536 -> 1048576
- nodes: 65536 -> 1048576
- texinfos: 12288 -> unlimited
- texdata: 4096 -> 16384
- faces: 65536 -> 1048576
- HDR faces: 65536 -> 1048576
- origfaces: 65536 -> 1048576
- leaves: 65536 -> 1048576
- leaffaces: 65536 -> 1048576
- leafbrushes: 65536 -> 1048576
- areas: 1024 -> 65536
- surfedges: 512000 -> 8192000
- edges: 256000 -> 4096000
- LDR worldlights: 8192 -> unlimited
- HDR worldlights: 8192 -> unlimited
- leafwaterdata: 32768 -> 32768
- waterstrips: 32768 -> 1048576
- waterverts: 65536 -> 1048576
- waterindices: 65536 -> 1048576
- cubemapsamples: 1024 -> 16384
- overlays: 1024 -> 16384
- displacements: 32768 -> 262144
- edicts: 2048 -> 8192
Say Goodbye, DirectX 9!
Our DirectX 11 backend has finally been completed! The old DX9 backend has been completely stripped from the game, along with its 1.5GB of compiled shaders. From now on, P2:CE and other Chaos games will be DirectX 11 only on Windows, and Vulkan only on Linux (via DXVK).
This effort was made possible by SlidyBat, SCell555 and the many other contributors
to Chaos engine. This work started way back in 2021, it's amazing to see this monumental
task finally completed!
Please report any bugs or other problems you experience with the DirectX 11 renderer
so they can get fixed quickly.
Change List
Features
- Increased BSP Limits and version to v25
- Removed DirectX 9
- Massively improved VRAD texture shadows, previously they were semi-broken
- Added fizzler refraction vfx
- Added -outdir parameter to studiomdl
- Added -aoradius flag to VRAD as alternative to -aoscale
- Added support for F12-24 and 102nd keys
- Optimized game startup time (Huge improvements for Linux here)
- Optimized VRAD, in some workloads ~10% decrease in map compile time
- Enabled sentry crash reporting in all GUI tools and compilers
- Refactored Panorama file system layout
- Refactored Steam Input
Fixes
- Fix UnlitTwoTexture
- Fix sun specular on PBR
- Fix studiomdl path handling
- Fix crashes when running SP maps in MP
- Fix OnSoundFinished for ambient_generic
- Fix bad mounting of PLATFORM in Hammer, when using it with mods
- Fix crash when world light is in the void
- Fix crash when dealing with invalid portal gun hold particles
- Fix weapon viewmodels vanishing after entering a vehicle
- Fix crash when running buildcubemaps in a map with no cubemaps
- Fix PBR fog being inconsistent
- Fix PBR projected textures
- Fix occasional crash on start due to startup videos
- Fix load tools dialog
- Fix duplicate loading of tools
- Fix toolunload command
- Fix broken displacement physics in HL2 maps when running with IVP
- Fix occasional crash due to visibility
- Exposed some portal laser cvars
- Updated DXVK to 2.1
- Updated SDL2 to latest