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Portal 2: Community EditionNewsUpdate - October 4th, 2023
Game update

Update - October 4th, 2023

Portal 2: Community Edition · published 4 Oct 2023, 07:50 UTC

All newsPlayers around this dateRead on Steam

Portal 2: Community Edition - October 4th, 2023 Update

Additions (16)

  • Added 'paintpower' property for paint color material proxy to request a specific color
  • Added CSM and flashlight to 'lightmappedreflective'
  • Added ConVar 'traceray_force_vphysics' for testing (1 = Use VPhysics collisions for displacements, 2 = for everything)
  • Added ConVar 'traceray_unshrink_vphysics_brushes' which unshrinks VPhysics-type brush entities
  • Added ModelPanel methods to change/enumerate flexes
  • Added ModelPanel methods to change/enumerate pose parameters
  • Added ModelPanel methods to change/enumerate sequences
  • Added Panorama weapons API for custom weapon select HUDs
  • Added 'ForceDropPhysObject' input to '!player'
  • Added 'GameStateAPI.IsPlaytest()' and 'GameStateAPI.IsPlaytestRecording()'
  • Added 'gameui_activate' command to Steam Input command list
  • Added 'zoom', 'toggleconsole', 'showconsole' and 'hideconsole' commands to be usable in steam input
  • Added a mandatory whitelist file for Panorama's AsyncWebRequest function. The '-unrestrictedwebrequests' launch argument will skip this file and allow all requests
  • Added support for escape sequences '\n', '\t', '\"', and '\\' in VMF and BSP #60 #1899
  • Exposed 'SetSelected(bool)' on 'RadioButton' in Panorama JavaScript API
  • Restore the original Connection Problem warning for Legacy UI #1144

Fixes (38)

  • Adjusted folder mounting order to fix wrong assets occasionally being used
  • Fixed AI disabling on maps with no navigation nodes (Like 'sp_a2_bts5')
  • Fixed Co-Op ping tool using SP custom colours
  • Fixed Hammer crashes related to entity outputs
  • Fixed Hammer crashes related to saving and loading files
  • Fixed Hammer inserting extra quotation marks for compile commands #753
  • Fixed Paint blob particles always being white
  • Fixed Panorama UI controller movement always moving right no matter the input direction
  • Fixed Panorama not loading images when game was started with +map
  • Fixed Portal 1 crosshair not swapping properly when playing with controller
  • Fixed VBSP not always acknowledging parameters in patched materials
  • Fixed VGUI panels not loading proper fonts in Panorama
  • Fixed '-multirun' not working #882
  • Fixed 'logic_branch' not firing _OnLogicBranchRemoved to its listeners
  • Fixed 'player_speedmod' not working in singleplayer when inputs are not called directly from the player
  • Fixed 'trigger_autosave' being deleted upon map load
  • Fixed a crash on laser-triggered cube respawn #1510
  • Fixed certain VTFs failing to load due to added resources
  • Fixed certain entities not being found during a level transition
  • Fixed crash when determining recipients to multicast to
  • Fixed crash when omitting certain child elements from the Panorama loading screen panel
  • Fixed crash when popup-manager.xml is invalid (the game now exits with an error dialogue)
  • Fixed displacement tool sometimes making 2D views to not update
  • Fixed flashlight making some opaque water disappear
  • Fixed hang on start when the engine is told to play an invalid startup movie
  • Fixed instance outputs bugs
  • Fixed issues with some collision traces, notably bullet impact traces on displacements
  • Fixed opening the game menu sometimes requiring an extra ESC input
  • Fixed point entities in 2D view not drawing outlines and text
  • Fixed rare possibility for a trace that starts inside a world brush or entity and then runs into a different entity to pass through that entity
  • Fixed rendering of jigglebones within model panels
  • Fixed server content taking priority over game files
  • Fixed shaded textured view not working
  • Fixed string truncation when using SetMessage input on 'point_worldtext'
  • Fixed the map name not displaying in the top right corner #912
  • Made ModelPanel rotation speed consistent regardless of FPS
  • Prevent a crash when the surface vertex count exceeds the max decal vertex limit
  • Restore timeout while waiting for your partner in Cooperative

Improvements (27)

  • Allowed the game to run alongside other Source games without '-multirun' #268
  • Displacements now use the more accurate VPhysics collisions by default ('traceray_force_vphysics' 1)
  • Fogui FarZ can now be set to -1 (Default value), which disables the override
  • Fogui now allows users to enter and copy numbers manually on sliders
  • Game no longer creates soundcache directory in maps folder when not needed
  • Hammer fix map dialog now will try to warn about unused keyvalue typos of existing keyvalues are not set, instead of suggesting to remove them
  • Hammer options dialog now only saves settings when pressing OK button
  • Hammer options dialog now updates 2D/3D views when changing visual settings
  • Logical view in Hammer now draws its title
  • Made VMF saving a little bit more robust to not keep corrupted file on crash
  • Made steam.inf parsing hardier and informative
  • Move to visgroup dialog now shows user visgroups as well
  • Overlays in Hammer should no longer z-fight with wall they are on
  • Panorama XML parsing errors should now give more context to the error
  • Panorama now can handle texture reloading without freaking out
  • Ported Hammer Arch and Torus dialogs to Qt
  • Ported Hammer Map Diff dialog to Qt
  • Ported Select Entity dialog to Qt
  • Reduced the number of required child elements for the Panorama main menu and intro movie
  • Removed SFUI prefixes from all localization files
  • Removed max limit on texlights in VRAD
  • Toggling maximized view in Hammer now doesn't break active mouse look
  • Transform dialog now shows 1 as placeholder when scaling
  • Un-developered 'sv_soundemitter' commands
  • Unamed instances can now use 'func_instance_io_proxy'
  • 'ambient_generic' now finds Sound Source entity's every time it is played, not only when initialized
  • 'material_modify_control' now should be able to handle when materials are modified by VBSP (cubemap fixup or wvt patch) on newly compiled maps

Console (8)

  • Console autocomplete and history can now be navigated with tab and shift+tab, like in other games
  • Console input is now immediately filled in when navigating the autocomplete menu
  • Autocomplete now correctly shows the first 100 results alphabetically out of all matches, instead of just the first 100 found
  • Input history no longer saves empty or duplicate inputs
  • The backtick key (`) will now always close the console if it is open (controlled by 'con_backtick_always_closes')
  • Closing the console now also automatically closes the game menu
  • Pressing ESC will now clear the console input box if it has text, otherwise it will close the console
  • Closing the console no longer clears the input box automatically
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Community6 Jul 2026Localization Interest SurveyHello everyone! The team here behind Portal 2: Community Edition has heard your enthusiasm and your thoughts, and we're happy to announce we're officially looking into supporting localization! Before we jump right in, however, we're conducting an interest survey. We want to know what languages you'd like to see, what languages you think we should prioritize, and if applicable, what languages yo…Community27 Jun 20262 months later...It's been two months since we entered open beta... With exclusive showcases from: · Portal 2: Abyss... · Portal: System Failure... · and Portal: Intrusion... Let's take a look at what the community has created using Portal 2: Community Edition. Portal 2: Abyss have also posted their own devlog alongside the release of our video, go check it out!Major update17 Apr 2026Portal 2: Community Edition is in Open Beta!Hey everyone! You read that right: we're entering Open Beta! You no longer need to apply to the closed beta to play and create with Portal 2: Community Edition: just add it to your library and hit launch (Portal 2 required). Our entire team is incredibly excited to bring you the result of the past 6 years of work put into this title and we hope that it was worth the wait. But we're not done dev…