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Releases: MyGamepedia/Enhanced-Black-Mesa-FGD

Version 1.0.7

26 Oct 18:34
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Changes:

  • Grammatical corrections and renamings have been made for some things.
  • Added entity env_xen_portal_effect.
  • Added entity env_doppler_emitter.
  • Added shadow related property and inputs for env_xen_healpool.
  • Removed entity env_xen_healshower. Reason: you can't use it anyhow because it will crash your game instantly (even with point_template)
  • Now npc_alien_slave and npc_vortigaunt will use all properties from npc_xorteb entity. Reason: they're using one and the same class in the code, so, they work the same way.
  • Added entity blackmesa_mp_gamerules.
  • Added entity blackmesa_mp_teamplay_gamerules.
  • Added Health property for entity_player_base.
  • Removed all trigger_once's properties with inputs and outputs from newxog_volume. Reason: you can't use this entity as a trigger volume.
  • Reworked properties lists for all xog entities.

Version 1.0.6

07 Sep 06:11
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A bit late this time, didn't make some planned changes, but this release contains important fixes.

Changes:

  • Grammatical corrections and renamings have been made for some things.
  • Removed property Fire Delay from env_mortar_launcher. Reason: doesn't exists.
  • Added sphere for property Impact Target in env_mortar_launcher.
  • Removed sphere for property MortarField from env_mortar_launcher. Reason: this property doesn't exists.
  • Added missing inputs, outputs and properties for env_mortar_controller.
  • Removed non-existent inputs for env_credits.
  • Removed non-functioning properties from env_particle_beam.
  • Now new lights and npc_xortEB are using capital letters in classname again. Reason: the bug in Hammer++ is fixed by ficool2.
  • weapon_hivehand now uses the world model instead of the view model.
  • Added OnSpark output for env_spark.
  • Amplitude input is replaced with Noise input for env_beam.
  • Added entity player_manager.
  • Removed property Panel Name from env_tram_screen. Reason: the default screen is always used.
  • Added inputs SetActive and SetInactive for env_tram_screen.
  • Added inputs InternalStartPortal and InternalFinishPortal for xen portals.
  • Removed flag No DLight for xen portals. Reason: obsolete (works only in the mod version).
  • Added shadow related property and inputs for env_xen_pushpad.

Version 1.0.5

28 Jul 08:13
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Changes:

  • Grammatical corrections and renamings have been made for some things.
  • Added MineDetonated input for func_minefield.
  • Removed non-functional properties for func_tow and func_tow_mp.
  • Added sphere for property Max Shadow Distance in env_cascade_light.
  • Now used filter_activator_class icon for filter_activator_flag entity. Reason: missing texture fix.
  • Reworked properties lists for all new light entities.
  • Used different color values for env_lensflare for all flare color properties, they also first placed. Reason: attempt to create separate effect with no need to add separating lines.
  • Property Team has been renamed to Team Number. Reason: already exists property with the same name.
  • Removed SetTeamNum input. Reason: doesn't exists.
  • Added Team and Team Number properties for all entities.
  • Added env_mine entity.

Version 1.0.4

30 Jun 10:07
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Changes:

  • Grammatical corrections and renamings have been made for some things.
  • Added BreakNExplode input for all xen barrels.
  • Changed default model for prop_radiation_charger, it don't use the hev crystal changer model now.
  • Returned property Radius for env_soundscape.
  • Added entity trigger_auto_crouch.
  • Changed weapon list for ai_goal_lead_weapon.
  • Added entity world_items.
  • Added entity trigger_teleport_relative.
  • Added entity trigger_hierarchy.
  • Added entity trigger.
  • Added entity test_traceline.
  • Added entity target_cdaudio.
  • Added entity target_changegravity.
  • Added entity test_proxytoggle.
  • Added entity test_effect.
  • Returned property Interpolate Position To Player for point_viewcontrol.
  • Added entity point_viewcontrol_multiplayer.
  • Added input FireCrashOutput for info_target_helicoptercrash.
  • Added output OnCrashed for info_target_helicoptercrash.
  • Removed some separating lines for env_lensflare. Reason: crash when you attempting to place entity.
  • Added SetgarGantua and Push inputs for trigger_gargantua_shake.
  • Now env_lensflare have default color value for all lenses (white).
  • Added entity logic_proximity.
  • Added entity cycler_flex.
  • Entity filter_activator_flag don't use missed icon anymore.
  • Added entity func_nav_avoidance_obstacle.
  • Added entity func_nav_blocker.
  • Added entity func_nav_prerequisite.
  • gibshooter and env_shooter entities now have render properties.
  • Returned property Origin for func_breakable.
  • Returned some missed flags and properties for env_shooter.
  • Now default value for property Light And GodRays Mode from newlight_point is Light Only. Reason: new point lights still can cause game crash if there are many such lights (40), even if the godrays is turned off.
  • Entity func_tank and other similar entities now have all the render properties.

Also, Enhanced-Black-Mesa-FGD supposed to be fully stable now (as far as allows Hammer and Hammer++).

Version 1.0.3

03 May 09:12
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Changes:

  • Grammatical corrections and renamings have been made for some things.
  • Changes have been made to VisGroups.
  • Added keyvalues related to rendering for env_bubbles, this entity is always invisible now by default.
  • Added spheres for npc_beneathticle (keyvalue Initial Tongue Length),misc_dead_hev (keyvalue Ping Light Radius) and xen cacti/barrels (keyvalue lightRadius).
  • Removed Stop input from music_track since this is not in the game.
  • Added input RollEndCredits for env_credits.
  • Particle Beam Name keyvalue from env_particle_beam now uses particlesystem parameter instead of chooise. This to have the button that opens the particle browser.
  • entity_player_base now uses custom model to match the size in the game.
  • Added separating lines for lenses in env_lensflare.
  • Entities with newlight_ and newlights_ prefix now uses lowercase latters in classname. The same for npc_xorteb. This to work properly with Hammer++.
  • Now misc_dead_hev and prop_ragdoll_original now works Physics Simulation Tool from Hammer++.
  • Returned (and a bit improved) entity prop_dynamic_playertouch.
  • Removed RadiusX, RadiusY and RadiusZ keyvalues from newxog_global, because they are non-functional.
  • Added connection lines for newlights_settings and newxog_settings.
  • Now Game Team Master To Use keyvalue from game_player_team doesn't use description as value.
  • Returned missed flags for game_player_equip.
  • Removed non-functional light settings for npc_plantlight and npc_plantlight_stalker.
  • Returned (and a bit improved) entity env_mortar_launcher.
  • Added entity trigger_cdaudio.
  • Added Reset and DestroyImmediately inputs for info_particle_system.

Version 1.0.2

26 Feb 13:05
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Changes:

  • Grammatical corrections and renamings have been made for some things.
  • Next Jump Delta KV from env_xen_pushpad is now functional.
  • Added helper models for light and light_dynamic.
  • Added icon for light_spot.
  • Added new entities: weapon_hivehand (hivehand weapon), env_cascade_volume (seems like a deprecated entity), entity_player_base (players base from the Elimination game mode).
  • Added Start Disabled? KV for func_clip_vphysics.
  • Added spheres for newxog_volume and newxog_global.
  • newxog_settings use target_destination value for KV TargetNewXOGEntity_Name instead of string.
  • Custom NG Bloom Threshold KV from env_tonemap_controller now use value from the console cvar.
  • Returned Ignore NPC Collisions KV for prop_dynamic entities (?doesn't seems to be working?).
  • Removed Alpha KV from point_spotlight since this is broken KV.
  • Added StartPortal input for xen portals.
  • Added PerformForcedWeaponDeploy input for the player entity.
  • Removed all KVs related to lightmap for prop_static, this game doesn't support lightmapped props.
  • Added Body KV for prop_ragdoll and prop_ragdoll_original.
  • Added AllowBloodPool input for prop_ragdoll.
  • Added OnJump, OnDuck and OnUnDuck inputs for logic_playerproxy (doesn't work however).
  • Removed all inputs that logic_playerproxy doesn't have in the game.
  • Added [1] Initially dark spawnflag for light_environment.

Version 1.0.1

25 Jan 17:46
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Changes:

  • Using readonly for Light Type in godrays_settings entity, since this entity does not affect newLight_Dir.
  • Fixed KV name and description for Outer and Inner in light_dynamic entity.
  • prop_charger_base not available in Class:, since this entity not available in the game and it is base for other charger crystals.
  • nihiportalsbase_teleprops is now nihiportals_teleprops.
  • env_gunfire uses itown icon.
  • Fixed icon for env_cascade_light.
  • Grammatical corrections and renamings have been made for some things.
  • env_tracer uses itown icon.
  • item_crate now draw model from Model KV.
  • Fixed texture for logic_register_activator, now uses older .VTF format to work with Hammer from Black Mesa.
  • misc_dead_hev now draw model from Model KV.
  • ai_goal_actbusy_queue uses itown icon.
  • logic_auto uses Global State to Read from env_global.
  • Now list of items from Spawn On Break (that use breakable brushes) is now show only entities that available in the game.
  • Removed all spawnflags from physics objects that work only with gravity gun.
  • List for Collisions is now full.
  • Added TongueTipUpdated input for npc_barnacle.
  • Move Direction (Pitch Yaw Roll) KV for func_conveyor_bms is functional.
  • Removed npc_alien_grunt_unarmored, this entity is not available in the game.
  • Added Browse... button for Texture name Grad Texture KV from newxog_volume and newxog_global.

Version 1.0.0

13 Jan 14:25
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Now this thing is pretty good to use. Far from the latest version, but it's already much better than original .fgd.
Changes is:

  • No more non existing entities, such as Half-Life: 2 only entities or garbage from the original .fgds, such as npc_cockroach. Note - maybe not every non existing entity is removed, checks is planned.
  • Heavy improved visgroups, removed non existing things, added new visgroups, e.t.c.
  • Added some entities that available and functional in the game, but that not available in the original .fgd files. I cant remember (next time I will record all changes after each file edit) but the what I remember is: npc_leech, all weapon_ entities, item_syringe.
  • npc_human_assassin now use fixed by me model which use fixed texture materials that works fine with Hammer.
  • Xen portals now use fixed by me icon.
  • Now you can open particle browser for info_particle_system.
  • Now func_dustcloud and func_dustmotes does not teleporting to 0 0 0 position on spawn.
  • Now func_breakable_surf does not teleporting to 0 0 0 position on shatter.
  • Now you can open texture browser for each env_lensflare's flare texture. You don't need now to open Replace Textures window, open texture browser, select texture that you need, copy text from Find:, close Replace Textures, select env_lensflare's flare texture that you need and only than paste the needed texture. Now you can just select env_lensflare's flare texture KV, press Browse... button and select texture that you need.
  • Now you can open texture browser for new lights and select needed lightcookie (if it have .vmt).
  • Removed some non functional and non existing KV and I/O.
  • Renamed some KV and rewritten description for them to make them more friendly for new users.
  • Rewritten description for some entities to make them more friendly for new users.
  • Added some non existing in the original .fgd files KV and I/O.
  • Added helpers and sphere for some entities.
  • Returned the original icons for some entities.
    And more...