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Portal 2: Community EditionNewsUpdate - March 11th, 2024
In-game event

Update - March 11th, 2024

Portal 2: Community Edition · published 11 Mar 2024, 19:23 UTC · build 13705202

All newsPlayers around this dateRead on Steam

Portal 2: Community Edition - March 11th, 2024 Update

Additions (16)

  • Added a status indicator for validity of autosave paths in the Hammer options dialog
  • Added an overlay plane when using Hammer's Clipping Tool
  • Added 'buildambientcache' concommand to pack ambient light cache into BSP
  • Added 'enable' key to 'mounts.kv', to allow entries to be selectively disabled
  • Added new launch arguments, '-display' to select which monitor the game will start on, and '-adapter' to select which GPU the game will render with
  • Added new VProf UI, perf counters UI and VProf report generator UI. The old VProf tree UI has been removed in favor of the new UI
  • Added 'packed_files_list' to view files packed into the BSP
  • Added PBR parallax dithering to smooth out the appearance of layers
  • Added 'strata' and 'vgui_green' themes for ImGui
  • Added support for AVX/AVX2 (and other modern x86 extensions) in VRAD. If your processor doesn't support it (or if you pass '-noavx'), it will fallback to a more generic version of VRAD
  • Added support for continuing demos recordings after disconnect (Requires 'demo_autorecord 1')
  • Added support for Ogg and FLAC audio files
  • Added theming support for ImGui
  • Allowed custom models on 'prop_wall_projector', 'prop_tractor_beam', 'prop_personality_core', 'prop_glass_futbol_spawner', 'prop_glass_futbol', 'prop_glass_futbol_socket'
  • Fixed Schrödinger cube trying to create its particle each time it was updated
  • Running in tools mode will now display '' in the window title

Fixes (43)

  • Added '$usecolor' to 'paintblob' shader. Allows settings '$color' and '$alpha'
  • Fixed a bug causing 'ambient_generic' to not use the correct source entity when played using the Toggle input
  • Fixed a bug preventing 'ambient_generic' entities without the 'Start Silent' flag from playing
  • Fixed a crash on exit related to in game videos
  • Fixed a rare crash related to triggers failing to access gamerules
  • Fixed a rare crash related to view PVS
  • Fixed an issue in Legacy UI where changing your persona with a large amount of friends could cause the game to hang
  • Fixed 'BecomeShortCircuit' forcefully dropping the held entity, even if it's not a monster cube
  • Fixed 'black' shader not respecting fog like it should
  • Fixed certain datamodel files not loading on Linux
  • Fixed console spam on vehicle 'ent_text'
  • Fixed console spam relating to the portal gun
  • Fixed crash when creating a prefab in Hammer
  • Fixed crash-on-exit in most utilities on Linux. This was a harmless crash, but annoying nonetheless
  • Fixed CSM fading out unintentionally on PBR brushes
  • Fixed displacement carve normal direction combobox not having expected entries
  • Fixed DX11 swapchain creation failing in some cases
  • Fixed dynamic game mounts when running under WINE
  • Fixed file lookups on Linux occasionally failing
  • Fixed Hammer 3D view selection not working properly with instances
  • Fixed Hammer model browser stretching
  • Fixed incorrect lighting on PBR shader in some cases
  • Fixed issues with horizontally moving platforms in certain maps
  • Fixed LightmappedReflective combo error
  • Fixed materials being used for ropes and anything else simultaneously sometimes not being drawn (e.g. on surf_arcade)
  • Fixed models in Hammer getting randomly colored when the entity didn't have 'rendercolor' KV
  • Fixed occasional crash when breaking a turret
  • Fixed occasional MaterialSystem deadlock when loading maps
  • Fixed packing of certain files into VPKs with 'vpk.exe'
  • Fixed Particle Editor crash when adding a new operator
  • Fixed PBR parallax using texture coordinates from the layer below the correct one
  • Fixed some objects not rendering in Hammer 2D views
  • Fixed tools mode closing/swapping input when scrolling with the mouse
  • Fixed 'trigger_changelevel' not working for HL2 maps (Thanks AlexEpisode!)
  • Fixed vehicles crashing if their script is null
  • Fixed VGUI 'movie_display_screen' trying to create a video material every frame when it fails to load
  • Fixed Wheatley's flashlight in 'sp_s2_bts3'
  • Fixed window size bug on Linux
  • Fixed WVT and PBR materials not rendering properly when used on displacements
  • Load 'gameevents.res' and 'modevents.res' from the MOD search path instead of GAME. Previously, custom folder and workshop addons could unintentionally break things
  • Re-enable '$depthblend' in SpriteCard shader
  • Use non-native file selector for instances when running Hammer under WINE
  • Use the Strata icon for the engine instead of the old Chaos icon

Improvements (30)

  • Added new categorization method for ImGui windows. Should be easier to navigate now
  • Cleaned up some console spam
  • Commands and ConVars marked as 'notindemo', but still present in older demos, can no longer be executed by demos
  • Controller glyphs in VGUI menus are now based on controller Steam detected
  • Creating displacement from brush entities in Hammer will now move the solid to world
  • Hammer entity properties dialog will now set origin when creating brush entities
  • Hammer Texture Browser now stores state of its filters
  • Hid some potentially buggy debug console commands
  • HLMV link mode now syncs light state and colors
  • HLMV now uses the same audio system as the game. This allows sound operators and more to function correctly
  • Improved behavior of 'vpk.exe' on Windows
  • Improved compile times on models with large amounts of flexes
  • Improved Hammer Entity IO stability
  • Improved L4D1 and ASW model compatiblity
  • Improved loading times for when using many search paths
  • Improved performance when resizing the game window
  • Improved support for MP3 audio files by replacing minimp3 with libsndfile
  • Load 'dsp_presets.txt' from MOD path
  • Load 'particles_manifest.txt' from MOD search path. This is to prevent workshop addons overriding it. The additional BSP-packed 'particles_manifest.txt' is unaffected by this change
  • Marked most commands related to saving, loading, connecting, disconnecting, or map changing as 'notindemo'
  • Merged 'client.dll' and 'client_legacyui.dll'
  • Removed brickbat ConVars
  • Removed 'npc_assassin'
  • Removed the launch argument '-debugstartupscreen'
  • Removed the requirement on 'materials/console/startup_loading.vtf' and 'materials/vgui/portal2logo.vtf' files
  • Replaced most Hammer MFC message boxes with Qt message boxes
  • SAPI phonemeextractor can now actually extract phonemes
  • Static prop ambient light cache is now stored automatically, and '-storeambientcache' has been removed
  • The ambient light cache is now rebuilt for changes in map revision
  • The ambient light cache version has been increased to 3

VScript (5)

  • Added ImGui based VScript consoles for server and client, for debugging purposes
  • Added 'CBasePortal' with the following methods: 'GetPartner' 'GetPortalNumber' 'GetHalfWidth' 'GetHalfHeight' 'IsMobile' 'IsOpen'
  • Added 'CPropPortal' (Inherits from 'CBasePortal') with the following methods: 'SetActivatedState' 'Resize' 'Fizzle' 'NewLocation' 'SetLinkageGroupID' 'GetLinkageGroupID' 'GetFiredByPlayer'
  • Added global 'FindPortalByID' to find portal by linkage ID and number, respectively (1=primary, 2=secondary)
  • Fixed a VScript crash related to bad function calls with default arguments

Panorama (10)

  • Added 'GameInterfaceAPI.GetCurrentMap()'
  • Fixed crash when 'ContextMenuFadoutTime' is undefined
  • Improved Panorama stability and logging
  • Removed the 'Chaos' prefix from any Panorama panels that had it. 'ChaosHud' is now 'HUD', 'ChaosMainMenu' is now 'MainMenu', and so on
  • Removed the 'Chaos' prefix from any Panorama events that had it. 'ChaosFrameUpdate' is now 'FrameUpdate', 'ChaosShowIntroMovie' is now 'ShowIntroMovie', and so on
  • Renamed 'chaos_hud_menu_show' command to 'hud_menu_show'
  • Renamed 'chaos_hud_menu_hide' command to 'hud_menu_hide'
  • Renamed 'chaos_hud_menu_reload' command to 'hud_menu_reload'
  • Removed 'ChaosPopupManager' from Panorama. Use 'PopupManager' instead
  • Removed 'ChaosTooltipManager' from Panorama. Use 'TooltipManager' instead
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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…