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updates.html
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<html lang="en">
<head>
<title>Hammer++ : Updates</title>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="styles/main.css">
<link rel="stylesheet" href="styles/updates.css">
<link rel="icon" type=image/png href="images/favicon-32x32.png" sizes="32x32">
</head>
<body>
<div class="content">
<a class="logo" href="index.html">
<img src="images/logo.png">
</a>
<nav id="navbar"></nav>
<article>
<div class="patch">
<h1>Build 8862 (July 1st 2022)</h1>
<pre>
- Fixed broken shaders and pixel shader errors under CSGO
- Fixed entity swap bug when switching through outputs tab in I/O
- Fixed memory error when undoing displacements
- Fixed water appearing as missing texture
- Fixed broken layout of color picker in TF2/SDK2013
- Fixed FPS counter and position/rotation display overlapping with high DPI scale
- Fixed keybind for switching to lighting preview not functioning
- Fixed a crash related to copying entities
- Fixed wrong sprite animation timing while selecting
- Fixed background images drawing in the wrong order in 2D view
- Added option to invert displacement alpha, only works under SDK2013
- Added default cubemap/lightmap binding for particles
- Draw walkable surfaces option is no longer saved between sessions
- Unbound Duplicate Selection by default as users would accidentally press it, you can rebind it in the keybind editor
- Hammer++ will now attempt to autosave under a memory crash
- Removed dependency on BASS audio player, replaced with alternative
</pre>
</div>
<div class="patch">
<h1>Build 8861 (June 25th 2022)</h1>
<pre>
- Added $color, $color2 and $srgbtint support to texture browser
- Fixed Hammer++ not booting at all under CSGO
- Fixed entity class changing to the wrong one when navigating through inputs/outputs tab
- Fixed thumbnails not loading for certain textures
- Fixed alignment issues with func_monitor textures
</pre>
</div>
<div class="patch">
<h1>Build 8860 (February 10th 2022)</h1>
<pre>
- Added realtime arch tool in 2D/3D viewport, replacing the terrible 2D preview
- Fixed precision loss when creating arches with height addition consisting of decimals
- Fixed autosaves being flagged as invalid and displaying a warning message
</pre>
</div>
<div class="patch">
<h1>Build 8859 (February 9th 2022)</h1>
<pre>
- Added feature to set background images
- Accessible in View -> Set Background Images
- Customizable and accepts common image formats like .png, .jpg, .tga etc
- Saved in VMF
- Added ability to depth select in 3D view when using middle mouse camera controls by Shift + Middle clicking
- Under middle mouse camera control, instance preview is available under Ctrl + Middle click instead
- Changed info_player_* entities to spawn 1 unit above ground in 3D view as they don't work when touching floor
- Fixed crash when changing displacement power
- Fixed crashes when painting displacements
- Fixed issue where brush wouldn't move after selecting something in 3D view while box select was active
- Fixed entity targetnames referenced in an instance in outputs not being highlighted blue
- Fixed vmf_autosave files being incorrectly saved as 'vmf_autosavx'
- Fixed missing texture sprites being very small
- CSGO: Fixed Steam error when launching game from standard Run Map dialog
</pre>
</div>
<div class="patch">
<h1>Build 8858 (January 30th 2022)</h1>
<pre>
- Added color correction preview, available in View -> Set Color Correction Preview
- Color correction will only display inside lighting preview mode
- Added partial support for L4D2 under CSGO: Models that cause crashes will no longer be loaded
- The following model folders are blacklisted: survivors, infected, destruction, rollercoaster, props_vehicles
- Static props in these folders will still load successfully
- Added unique error message that displays which incompatible model caused Hammer to crash
- Holding Control while marking visgroups will no longer clear the selection
- Improved performance of entity output editing
- Improved performance of lighting preview when selecting objects
- Fixed brush entity conversions not updating their state for lighting preview
- Fixed vertex edited brushes not updating for lighting preview
- Fixed displacements breaking when changing their power
- Fixed displacements breaking when vertex editing
- Fixed particles not rendering correctly inside instances, including 3D skybox
- Fixed gizmo not rotating from entity origin
- Fixed selection highlight not being displayed in smoothing group view
- Fixed tool texture/nodraw toggle not working inside instances, for real this time
- Fixed certain monitor textures being misaligned due to case sensitivity
- Fixed conflicting sprite/model behavior in custom FGDs, reverted to stock behavior
- Fixed VMFs not loading under certain system languages
- Fixed sprites not rendering correctly inside instances
- Fixed overlays not assigned to any face creating excessive bounding box
- Fixed textures becoming misaligned when collapsing instances with texture lock off
- Fixed tool cursor appearing for entity tool when tool cursors were toggled off
- Fixed crash related to entity outputs
- Fixed crash with bad FGD configuration
- Fixed rare crash when loading a VMF while minimized
- Fixed another crash related to displacement editing
- Fixed eyedropper cursor appearing after escaping out of sprinkle tool
</pre>
</div>
<div class="patch">
<h1>Build 8857 (January 25th 2022)</h1>
<pre>
- Fixed monitor and missing textures becoming misaligned when saving the map
- Fixed tool texture and nodraw toggle not working inside instances
- Fixed edge splitting failing in vertex manipulation in certain situations
- Fixed crash in vertex manipulation when splitting
- Fixed func_breakable_surf always being flagged as invalid
- Fixed decimal issues in face edit sheet for all system languages (I hope...)
- Fixed invalid lights crashing lighting preview
- Fixed wonky displacements crashing lighting preview
- Fixed texture lock being reset after paste special
- Fixed textures longer than 128 characters crashing texture browser
- CSGO: Potentially fixed control/alt/shift getting stuck in model browser causing input to not work
- CSGO: Fixed browser for logic_script not working
- Decimals in face edit sheet are now cut off if not needed
</pre>
</div>
<div class="patch">
<h1>Build 8856 (January 24th 2022)</h1>
<pre>
- Fixed lighting preview not working under low texture quality. If lighting preview failed to work for you before, this is the fix
- Fixed freeze when merging or spliting vertices in vertex edit tool
- Fixed not being able to save VMFs inside cloud storage
- Fixed crash when loading incompatible FGDs
- Fixed issues when inputting decimal numbers if using the German or Spanish system language
- Fixed crash when copying objects from one VMF to another
- Fixed tool textures being visible in instances
- Fixed transparency state of objects not being updated in lighting preview
- Fixed map-specific .rad file not being read automatically
- Fixed not being able to save full paths in custom texlight filename
- Fixed crash if setting visibility samples to more than 512
- Fixed crash if a face had a too big lightmap
- Fixed overlays not being assigned when copying from one VMF to another
- Fixed models flagged as $mostlyopaque not rendering as translucent
- Potentially fixed crash when trying to open the file dialog
- Added keybind to switch to lighting preview model, default is Ctrl + F5
- Tool texture rendering state is no longer saved between sessions
</pre>
</div>
<div class="patch">
<h1>Build 8855 (January 23rd 2022)</h1>
<pre>
- Fixed Hammer hard freezing if the game was started up
- Fixed detail objects not being regenerated on a face if texture was changed
- Fixed wrong materials being assigned to sprites/brushes when translating
- Fixed quotes not being saved correctly for Expert compile configurations
- Fixed colorpicker appearing in wrong place on multi monitor setup
- Fixed materials prefixed with "materials" not having correct properties assigned
- Fixed crash while attempting to select something while inside a group of brushes
- Fixed crashes when editing displacements
- Fixed error when saving map in cloud storage
- Fixed tool textures not drawing when selected and being transformed
- Fixed error models appearing on sprites when using HammerAddons for Portal 2
- Fixed instance selection overlay not rendering in 2D views on brushes
- Fixed selected objects being overlapped by non-selected objects in 2D view
- Fixed long classnames being cut off (for real this time)
- Fixed crash when trying to simulate microbrushes, these are now ignored
- Fixed displacements being inverted after vertex editing
- Fixed entities placed by sprinkle tool disappearing under certain angles
- Fixed the red highlight on invalid faces not displaying
- Fixed crash when deleting instances
- SDK2013: Fixed a crash on map load in certain VMFs
- CSGO: Fixed modelscale being displayed on models that cannot be scaled
- Added Ctrl + D keybind to duplicate selection in-place
- Added option to disable gizmo
- Lighting preview: added option to toggle "soften cosine" from CSGO, this softens the look of surfaces
- Lighting preview: added debug option to show visibility tree and radius of selected lights
</pre>
</div>
<div class="patch">
<h1>Build 8854 (January 22nd 2022)</h1>
<pre>
- Fixed lighting preview running much slower than intended because multithreading was accidentally disabled
- Fixed tool cursors sometimes failing to display in 2D view
- Fixed crash while reloading models
- Fixed certain nodraw textures not being recognized as nodraw, e.g. tools/toolsnodraw_wood
- Fixed light cone not updating for entities like light_dynamic
- Fixed props with "Ignore Surface Normals" set to true being fullbright
- Fixed long classnames being cut off
- Fixed missing materials on models not being reloaded
- Material folders prefixed with "tools" will now count as tooltextures, such as "tools_custom/..."
- Enter key can now be used in the 3D view when box selecting
</pre>
</div>
<div class="patch">
<h1>Build 8853 (January 22nd 2022)</h1>
<pre>
- Fixed crashes when using displacement tools
- Fixed crash when showing map info if the map had more than 1024 textures
- Fixed crash when creating env_sprite_clientside
- Fixed crashing when vertex editing brushes with displacements
- Fixed a brush-related crash in physics simulation
- Fixed vertex tool toggling off tool textures
- Fixed modelscale not rendering correctly in TF2 and SDK2013
- Fixed model browser not saving the grid/wireframe/collision model state across panels
- Fixed fatal error messages being obscured or out of focus
- Fixed a case where the error message would not appear
- Vertex tool can now exit when invalid faces have displacements
- Custom folders prefixed with "tools" will now count as tool textures (for the tooltexture render toggle)
</pre>
</div>
<div class="patch">
<h1>Build 8852 (January 21st 2022)</h1>
<pre>
- Fixed an obstructive blue square appearing when selecting faces
</pre>
</div>
<div class="patch">
<h1>Build 8851: Major update (January 21st 2022)</h1>
<pre>
- Added Lighting Preview
- Simulate Source's iconic lighting right inside the editor
- High accuracy and reasonably fast when compared to VRAD
- Efficiently multithreaded, the more threads your CPU has the faster it will be
- Dynamic, fast updating of point lights and spotlights is supported
- Bakes can be done globally (full bake) or only in a certain radius
- Options configurable include:
- Dynamic Updating: Toggle automatically updating when changing a point light or spotlight
- Update Delay: The delay in seconds before updating automatically
- Texlight Filename: Custom .rads file used for texture lights. The lights.rad and .rad file is loaded automatically
- Sun Samples: The quality of sunlight, higher is better but slower
- Ambient Samples: The quality of ambient environmental lighting, higher is better but MUCH slower
- Visibility Samples: The quality of visibility testing for lights, higher is more accurate but much slower
- Light Radius Scale: Multiplier for how far a light can "see". Lowering this can make bakes faster but less accurate
- Light Brightness Scale: Multiplier of brightness for all lights
- Ambient Occlusion Scale: If non-zero, ambient occlusion will be baked. This is expensive, so it's off by default!
- Bounced Light: Bounces light so areas that a light can't see will still receive light. Only re-baked on full bakes
- Light Bleed Hack: Attempts to fix light bleeding through walls due to the nature of Hammer geometry
- Cubemap: Toggle rendering of the cubemap, as it can be distracting in certain situations
- Current limitations:
- Dynamic updating of geometry doesn't exist yet, use radius bake for now
- Instances are not supported (soon)
- Texture shadows are not supported
- Detail sprites and ropes show as fullbright
- CSGO: cascaded shadow mapping (CSM) is not rendered (soon!)
- Added Create Instance from Selection tool
- Accessed from Tools tab or keybind
- Converts the selection into an instance and places it in the correct place automatically
- Added 3D skybox preview
- To use: convert your 3D skybox section into an instance (use the new Convert Selection to Instances tool for this)
- The instance must have a sky_camera entity, otherwise it will not register as a 3D sky
- 3D skybox should now appear at real scale in your main map. Toggle the preview on/off with the toolbar button
- Fog preview is also supported in the 3D skybox
- Added Instance Preview
- Main VMF will now be shown while editing an instance
- Accessible via the new "Edit Instance with Preview" button or by middle clicking an instance in 3D view
- Note: 3D sky preview does not work properly in combination with this yet
- Overhauled rope rendering, now perfectly accurate to in-game and renders materials properly
- Ropes can now also be simulated, toggleable with a new button in the toolbar
- Added "Barbed" and "Dangling" property support
- Overhauled color picker
- Much easier to pick any desired color
- Variety of color model options (e.g. RGB, HSV...) to choose from
- Restored palette functionality, now saved per VMF
- Brightness slider is available if modifying a light
- New hotkey: press C with a light or prop selected to quickly open the color picker and recolor the entity
- Improved DPI scaling support
- Toolbars are now scaled up
- Text in the 2D, 3D views and messages window is scaled up
- Entity properties column sizes will scale correctly
- Removed "Font DPI" option, this is now set automatically
- Added ! operator to model and particle browser, any strings prefixed with ! will be excluded from the resulting list
- E.g. "vent office !dynamic" would list all models containing "vent" and "office", but NOT "dynamic"
- Added coloring to light_spot's cone model which matches the set light color
- Added "renderamt", "frame" and "framerate" keyvalue support to sprites
- Added support for FadeIn/FadeOut renderfx
- Added toggle for continuous mouse and line of sight testing in displacement tools
- Added font shadow to the FPS and position/rotation text display in 3D view
- Added support for secondary color/direction in fog preview
- Added support for realtime updates to fog preview
- Added alpha preview to prop_statics
- Added timescale modifier to physics simulation
- Added toolbar button to toggle the rendering of tool textures (trigger, skip, hint etc)
- Added toolbar button to toggle the of editor-only objects (e.g. the cone for a info_particle_system)
- Added ability to reset a keyvalue by right clicking in entity properties
- Added snapping to 15 degrees in entity properties compass by holding shift
- Added option to respect $decalscale when creating overlays, off by default due to bogus $decalscale values in certain games
- Added keybindings for the following:
- Toggle tool textures: Ctrl + Shift + F2
- Toggle editor objects: Alt + O
- Toggle helpers: Ctrl + Shift + f
- Toggle 3D skybox: Alt + V
- Create Instance from Selection: Alt + S
- Added ability to scale selected entities using shift/ctrl + mouse wheel
- Added rendering culling for particles and flat displacements
- Added button to Check Map for Problems dialog that ignores "unused keyvalues" errors
- Added new continuous mouse toggle for displacements tools
- Paints always while mouse is held, not just when moving (capped to 60 FPS)
- Added line of sight toggle for displacement tools
- Painting will only snap to first displacement under the crosshair, not to any displacements behind it
- Added option to change texture increment value
- Added option to use middle mouse for camera rotation in 3D view - workflow compatibility with Garry's Mod Hammer
- Added back model, particle and sound browser to the View tab
- Added shortcuts for them as well: Shift + F10, Shift + F11 and Shift + F12 respectively
- Added recursive collapsing for instances
- Following CSGO-specific features were added in:
- Added "script" FGD output
- Added 4 way blend displacement support
- Added displacement blend sculpting
- Added support for the new I/O vmf delimiter
- Added support for func_instance_io_proxy
- Added the "Show walkable collision surfaces" toolbar button
- Added steam API connection
- Added classic missing texture instead of using the native solid black
- Added grenade clip & drone clip autovisgroups
- Hammer++ FGD is now mounted automatically, it is no longer necessary to add it to the game configuration
- A warning will be shown if it's not found, or if an older version is being used
- Custom tool textures now get added to an automatic "Custom" category in visgroups
- Overlays are now preserved after using clipping tool on the brush they are assigned to
- Increased maximum zoom out level in 2D views
- Instances mode state is now saved
- Changed pivot to render as a white cross in 3D view rather than a sphere
- Changed texture coordinates to be truncated to 4 decimal places, not 3
- Changed sphere helpers to draw at a slightly higher polygon count
- Changed TeamMatch material proxy to always draw
- Changed camera to match in-game coordinate system, i.e. origin and angles of the camera are 1:1 to in-game
- Changed rendering to be active when the app is not in focus, but at a limited framerate
- Changed vertex rendering in 2D view to only display at high zoom levels
- Values close to an integer in the 2D view will now be shown as an integer (e.g. 134.004 -> 134.0)
- Scrolling in the texture shift controls will now increment by 0.005 instead of 0.1
- Color changes in entity properties now apply instantly rather than when you press Apply
- Pressing right click while transforming with gizmo will no longer do anything (use G, R, E hotkeys for this purpose instead)
- Entity tool now snaps to half grid when creating in 3D view
- Camera controls are now frozen while transforming with the gizmo
- Crash error message will now display reason for crash
- Vertex edit:
- Fixed stability issues
- Fixed not being able to merge vertices frequently
- Undo history is now saved locally rather than globally for each step taken in vertex edit
- Stability/performance improvements
- Instances are far more stable and render faster
- Overlays are rendered faster
- Undo is much quicker
- Creating brushes is much quicker on large maps
- 2D view is significantly faster
- Vertex rendering in 2D view is very fast, now re-enabled by default as a result
- Fixed empty Run Map dialog options for some users
- You will need to delete the hammerplusplus_sequences.cfg file in the "hammerplusplus" folder to reset this
- Fixed gizmo/pivot not using the origin point of a selected entity
- Fixed sprites rendering through walls, they are now always depth-tested
- Fixed sprite rendering being cached across several sprites with the same material, even if their keyvalues were different
- Fixed rendering of sprites doing way more work than it needed to
- Fixed FGD classes based on another class not inheriting helpers (fixes some entities like env_sprite_oriented not rendering)
- Fixed instances not being closed if the main vmf containing them was closed
- Fixed wrong text color for distance display in 3D view
- Fixed brief window flicker when switching between vmfs/instances
- Fixed pivot not being updated when copy pasting objects
- Fixed entities created in 3D view being misaligned when created on a brush
- Fixed brushes not being rendered properly in 2D view when inside an instance
- Fixed ugly decimal numbers being displayed for dimensions, now rounded within a margin of 0.005 units (134.004 -> 134)
- Fixed glow rendering in wireframe rendering mode
- Fixed memory leak due to all objects not being deleted when closing a vmf
- Fixed detail sprites to be correctly culled in a sphere radius rather than a box
- Fixed crash related to fog preview
- Fixed crash if non-existant instance was specified
- Fixed crash on instance VMF close
- Fixed crash when undoing or deleting func_instances
- Fixed crash if user clicked too early while loading VMF
- Fixed crash when closing all vmfs
- Fixed crash if a large string was entered into the replace field of instances
- Fixed crash when modifying compile configuration
- Fixed crash when assigning visgroups
- Fixed sprinkle tool breaking if entities had backwards slashes in the keyvalues
- Fixed overlay boxes flickering (most of the time)
- Fixed particles not rendering in instances
- Fixed particles sometimes rendering in the wrong positions
- Fixed particles not being culled when too far away from the camera
- Fixed particles not loading from recursive directories
- Fixed broken default cube texture in some rendering modes
- Fixed undo not working correctly for Entity Gallery
- Fixed entity targetnames with special characters causing infinite freeze on VMF load
- Fixed collapsing instances being very slow
- Fixed particles inside a subfolder not being loaded
- Fixed 4-way blend displacements not showing up correctly in shaded view
- Fixed textures that do not have a $basetexture being marked as invalid
- Fixed the Fix All button in Check Map for Problems dialog not working correctly
- Fixed walkable surface not displaying correctly on displacements
- Fixed entity sprinkle dialog remaining forever after closing a vmf
- Fixed selecting faces in 3D view not updating the 2D view
- Fixed Merge brushes tool not preserving entity state
- Fixed overlay handles not respecting the "Handle Size" setting
- Fixed point_worldtext not being selectable in 3D view
- Fixed point_worldtext having no representation with empty text, now displays a red outline square
- Fixed physics tools saving data for static entities, improves performance and fixes mismatched pose issue with ragdolls
- Fixed tool brushes in physics tool not updating their state after changing the texture
- Fixed collision model rendering not respecting model scale
- Fixed current time not being kept for rendering, fixes some shaders not moving
- Fixed 2D views not being updated after changing the gizmo mode
- Fixed sprinkle tool freezing on large maps
- Fixed entities with ridiculous fade bounds causing performance issues
- Fixed the bottom bar in model browser/particle browser/keybind editor not being painted
- Fixed particles spazzing out after alt+tabbing/a freeze
- Fixed fog always being rendered even when turned off
- Fixed hotloading of models causing crashes
- Fixed model textures not being reloaded when modified
- Fixed model texture hotloading causing freezes, now uses a queue like for models
- Fixed pivot not being reset when selecting another object
- Fixed model fade preview not displaying correctly in instances
- Fixed keybind editor, model browser and particle browser not resizing correctly with non-standard taskbar positions
- Fixed duplicate undo history entries being saved when applying textures
- Fixed missing perspective correction for camera FOV, fixes the distorted rendering when the 3D view was sized awkwardly
- Fixed env_projectedtexture helper not rendering correctly
- Fixed random crashes when changing fog controllers for preview
- Fixed file dialog crashing for some users
- Fixed potential crash while autosaving
- Fixed independent window configuration being broken
- Fixed incorrect window titles being shown in independent window configuration
- Fixed crashes when placing certain prefabs
- Fixed displacements wasting 1mb of memory each
- Fixed thumbnails not loading for certain textures like water in texture browser
- Fixed crash when trying to open Model tab in entity properties on an invalid model
- Fixed issues with func_useableladder entity
- Fixed func_monitor alignment problems (hopefully)
- Fixed uppercase entity classnames causing the entity to be shown as missing
- Fixed arch tool not saving side count
- Fixed not being able to input negatives into arch tool
- Fixed crashes on load due to power of 0/1 displacements, these are now discarded
- Fixed crash when selecting high poly models
- Fixed brush vertex data to snap to integer if close enough
- Fixed brush vertex data not cleaning up duplicate points
- Fixed brush vertex data not sanitizing NaN values
- CSGO-specific fixes:
- Fixed 4 way blend displacements not showing up correctly in shaded view
- Fixed UnlitTwoTexture not rendering correctly on models/world geometry in shaded view
- Fixed shift + mouse wheel hotkey (for scaling models) not working on grouped entities
- Fixed LOD being enabled on models
- Fixed luxels not being tinted depending on scale in lightmap grid view
- Fixed not being able to snap vertices in vertex edit
- Removed useless displacement toolbar button that had no purpose
- Removed some displacement popups that could get potentially spammed
- Removed MDL version checks as they were unreliable. This is now your own responsibility
- Removed file dialog hack as the file dialog now works properly without crashing
- Removed support for power of 0/1 displacements
- Manifests have been fully deprecated and will show a warning when used
</pre>
</div>
<div class="patch">
<h1>Build 8849 (March 24th 2021)</h1>
<pre>
- Fixed "hammerplusplus_scheme.res failed to load" error, for real this time!
- Fixed texture loading performance, this means you don't need to wait a long time for textures to cache anymore
- Behaves exactly like normal Hammer now
- Removed option to cache textures on startup because it's no longer needed to keep
- Fixed model bug that would create too much RAM (on very big maps, this reduces RAM usage by 1GB!)
- Fixed entity report crashing if an entity keyvalue was too long
- Fixed gizmo not rendering in Flat 3D view
- Fixed selections not behaving properly when selecting a single object while multiple were already selected
- Fixed To Entity tool showing "There are no eligible selected objects" message twice
- Fixed a crash that would be caused by particles loaded from newer games
- (TF2) Added back grouped mod sorting behavior in model browser
- Deleting selection is now faster on bigger maps
- Entity report is now closed when changing maps to prevent crashes from selecting invalid entities
</pre>
</div>
<div class="patch">
<h1>Build 8848 (March 21st 2021)</h1>
<pre>
- Fixed "hammerplusplus_scheme.res failed to load" error on startup, fixes crashing and rendering issues
- Added toggle to round points to integers in arch tool
- Added back modern styled file dialog UI
- If you are crashing with opening the file dialog, go into options and disable "Use modern Windows file dialog UI"
- Added transformation keybinds to gizmo tool, similar to Blender controls
- Pressing G, R or E will start translation, rotation or scaling, aligned to the camera
- Pressing X, Y or Z will lock the transformation to the axes
- Pressing combinations of X, Y, Z will add/swap 2 axes together or toggle between global and local axes
- Added planar handles to gizmo's scale component
- Added option to cache textures on startup (slow!!)
- Added Tie to Entity Individually tool, Shift + Ctrl + T. Each selected brush will be assigned its own entity
- Added error checking for any cordons that are enabled in instances (this would cause the map to not compile)
- Added rendering of yellow wireframe on top of selected models in 2D view, for visibility on dark models
- Toggleable in options
- Added option to toggle the rendering of face fill-in in 2D view
- Added checking for NaN brush points
- Added cool loading bar to caching textures when opening texture browser
- Added panel size slider to model and particle browser
- Added button to toggle grid in particle browser
- Transform dialog now supports using the pivot, which can be toggled
- Entity report now shows targetnames beside entities in the list
- VMFs are now always backed up before being saved (previously they wouldn't be backed up under some conditions)
- Significantly optimized texture browser memory usage. Fixes out of memory crash when having many high-res textures
- In clipping tool, aligned points in 2D view will now be moved simultaneously
- Cordon tool now deletes any 0 unit cordons automatically
- Fixed certain dialogs hiding between the Hammer view
- Fixed certain brushes being marked as invalid, even if they weren't invalid
- Fixed add height and angle in arch tool not working properly
- Fixed certain brush textures appearing as fully opaque
- Fixed particle mounting behavior in particle browser, mod particles take priority over default particles
- Fixed texture thumbnails in texture browser not being 1:1 in dimensions
- Fixed func_instance with an empty VMF being unselectable in 3D view
- Fixed overlays not being updated upon copying
- Fixed undo history being added for translations when no movement happened
- Fixed render FX toggle not toggling off custom colors
- Fixed render FX on brushes not being loaded on VMF load or when copying
- Fixed render alpha not being applied to brushes
- Fixed strange undo problems related to selections
- Fixed brush rendering becoming inverted when transforming them
- Fixed problems with applying func_instance VMFs
- Fixed sounds not playing in entity properties if sound browser wasn't opened first
- Fixed light_spot cone not rendering properly
- Fixed brushes being culled in 2D view when transforming
- Fixed skybox textures in 3D view being corrupted if loaded from texture browser
- Fixed being able to create arches with an arc of 0
- Fixed func_details being assigned to World Geometry visgroup
- Fixed func_instance VMF browse not showing an error message upon an invalid path
</pre>
</div>
<div class="patch">
<h1>Build 8847 (March 17th 2021)</h1>
<pre>
- Added checking for updates automatically on startup, can be disabled in options or done manually in Help tab
- Fixed search path behavior in SDK2013, it now behaves exactly like normal Hammer
- Old behavior can be enabled by creating a shortcut to Hammer++ with the '-legacy_searching' parameter added
- Removed support for temporary Garry's Mod mounting support, too buggy to be worth using
- If this was working for you before, you can still enable it by using '-legacy_searching' parameter as mentioned above
- Fixed invalid particles crashing on startup
- Fixed left click/right click + space bind to move the 3D view not working
- Fixed 2D skybox causing massive lag
- Fixed crash when converting displacements from power of 3 -> 4
- Fixed texture corruptions that resulted in weird behavior when selecting and rendering textures
- Fixed misaligned face UVs when changing rotation in Face Edit Sheet tool
- Fixed crash for certain users when opening any file browse dialog
- Fixed "script" FGD entry not being read and causing errors
- Fixed crash when loading models from a newer engine that are not supported (hopefully)
- Models that are deemed invalid will instead show up as an error model
- Fixed selection glow outline being randomly corrupted and causing massive lag
- Fixed massive lag when a warning message is being spammed
- Fixed missing textures on world geometry not rendering
- Fixed some certain textures appearing as missing, even though they aren't
- Fixed keybind conflicts for Ctrl + G
- Fixed add height and angle being inverted in arch tool
- Fixed greyed out apply button in Options
- Fixed crash when attempting to delete/modify a selected object while physics simulation is running
- Fixed manifests being unuseable
- Fixed UnlitGeneric textures being shaded
- Fixed UV keyvalues on overlays not updating when applied
- Fixed carve being completely unuseable
- Fixed modelscale of 0 making the model unselectable, now changes to scale of 1
- Fixed the bounding box keyvalue setting for models being ignored in physics simulation
- Fixed brush shading being too dark
- Fixed wrong title text when creating cylinder with right click
- (TF2) Fixed certain models turning into a black color
- Undo is now much faster on larger maps
- Added keybinds for move to floor ( Alt + N ), move to ceiling ( Alt + U ), and holding Control will angle to the face
- Face edit sheet, sprinkle tool and physics tool dialogs are now automatically hidden when creating or loading a new VMF
- Significantly reduced memory usage of the model browser
- Updated status bar at the bottom to use space more evenly
- Added option to toggle the mounting of the "downloads" folder
- Added option to toggle cubemap rendering
- Pivot is now prioritized over object origin when attempting to drag either one when they are overlapped in 2D view
- Shift + Q bind has been added back, it deselects the selection
- Polygon Tool has been rebound by default to Shift + N due to the above Shift + Q change
</pre>
</div>
<div class="patch">
<h1>Build 8846: Initial public release (March 14th 2021)</h1>
<pre>
<b>General:</b>
- Improved framerates, capped at 144 by default but can be changed in options
- Smoother and better performance overall
- Selections in 3D view are 400% faster, most noticeably on large maps
- Some AMD cards user might have experienced huge lag when selecting anything in 3D view, this is no longer an issue
- New sexy icon and splash screen
- Removed registry dependence, all settings are now stored in a local plaintext .ini file
- This means all your settings from other Hammers will not carry across to Hammer++ and vice versa!
- Added "boolean", "scriptlist" and "script" (for mods with VScript) variable support to FGD
- DPI Awareness enabled
- For 4k monitor users or any monitor with upscaled DPI, this will fix blurry windows + text
- Font scaling might be broken on 4k monitors, disabling the new Font DPI setting in the options might fix this
- Fixed many crashes and significantly improved stability
- Fixed memory leak due to materials never being unloaded
- Fixed displacements using a ton of excessive memory
- A map with 20k displacements would fatally allocate >4GB of memory, now it's only 1 GB
- Fixed strange behavior if minimum/maximum grid size was overwritten via game configuration or FGD
- Fixed crash if a too long material name failed to load
- Fixed hidden objects still attempted to be rendered and tanking performance
- Removed all obsolete Quake/GoldSrc code and references
- Raised memory limit, now allows for loading a ton more assets
( TF2 mappers: you can now load 3 prop libraries from ABS library at the same time without crashing )
- Raised unique model limit from 1024 to 8192
- Fixes crash when too many models were loaded
- Fixed crash if more than 1024 sprites were loaded
- Hammer++ searches for files in its own "hammerplusplus" subdirectory first, allowing for easy file overwrites that are Hammer-only
- Hammer++ can now mount games from outside its own directory, by changing the mod directory in the game configuration
- Basic Garry's Mod support: if "garrysmod" is detected in the mod directory inside game configuration,
Hammer++ will try to automatically mount any games you have mounted in Garry's Mod
- Added support for optional microgrid ( 0.125, 0.25, 0.5 grid size )
- Added Discord rich presence, can be toggled/customized in options
- Brushes
- Added vertex precise data for brushes in VMF
- Preserves brush shapes perfectly between sessions, no more vertices drifting away
- Data is saved inside the .vmf and is backwards compatible with other Hammers/compilers
- Can be toggled in options if you don't want to use this for some reason
- Precision of brushes has been significantly improved if created from old imprecise data
- Invalid solids will now be attempted to be recovered on VMF load
- Improved error handling so complex shapes will not corrupt themselves
- Brushes are no longer snapped to grid on creation (fixes spheres always being invalid)
- Raised brush creation limits significantly (i.e. cylinders can be created with up to 4096 faces)
- Face limit of 512 on brushes has been removed (also fixes BlockArray error)
- Optimized brush creation to be faster as well
- VMF loading safeguards have been hardened
- NaN brush UV values are automatically fixed
- Corrupted solids will be skipped over and noted, instead of stopping the entire VMF load
- Views will no longer go outside the grid
- Fixed crash from invalid geometry data resulting in a "BasePolyForPlane" fatal error
- Fixed crash if parsed entity has no classname
- Fixed crash if parsed entity is outside the grid
- Fixed crash if parsing stops early due to premature end-of-file
- Fixed freeze if an invalid grid size is specified
- Recent files list has been expanded to maximum of 16 elements
- Views are automatically centered on a leak when loading a pointfile
- Everything in the world is no longer selected when editing map properties (worldspawn)
- "download" folder is no longer mounted, stops community servers from clogging up the asset list
- Added ability to set prefab directory (ported from CSGO Hammer)
- Instances
- Instance VMF loading is now waaaaaaay faster, it will no longer load the same instance VMF multiple times
- Instances no longer clog recent files list
- Fixed incorrect rotations when collapsing rotated instances
- Crash handler
- Attempts to recover all currently open VMFs when Hammer crashes
- Displays a detailed error message
<b>Graphics:</b>
- Overhauled shaded view to match closer to engine shading (phong etc is now drawn on models)
- Revamped 3D grid
- Projects on 2 appropiate dimensions instead of 3 (chooses closest axis to face normal, in cardinal order)
- Changed clown vomit colors to a subtle grey
- Radius has been increased
- World geometry now has a white outline when 3D grid is enabled
- Grid lines aren't drawn on the edges of faces anymore
- Improved rendering speed
- Fixed overlays and sprites flickering in shaded view
- Fixed default cube appearing black/broken in shaded view
- Fixed displacements always appearing white in Flat view
- Fixed blendmodulate not displaying on displacements
- Fixed inverted alpha/translucency issues on brushes and displacements
- Fixed displacements not being shaded
- Fixed luxel coloring in Lightmap Grid view not working (this has been broken for a decade)
- Fixed $basetexturetransform materials incorrectly applying to other materials
- Fixed animations being shared across entities with the same model
- Fixed overlays not respecting wireframe rendering
- Fixed detail sprite rendering breaking if viewed directly from above/below
- Fixed materials appearing as missing textures if tooltexture is missing, now it fallbacks to basetexture
- Added 2D Skybox rendering in 3D view
- Added particle rendering in 3D view
- Added custom detail sprite preview support (no longer hardcoded to detail.vbsp)
- Added antialiasing and anisotropic settings
- Added texture and model quality settings
- Added fancy rendering option (displays bumpmapping + phong)
- Added material proxy preview support
- Animated/scrolling textures will not animate when using face edit sheet tool
- Added setting to display 3D camera position in 2D views
- Added option to draw selection outline through geometry
- Added option to highlight invalid faces in red
- Added option to outline invalid brushes/displacements in red through geometry
- Added new fancy model selection glows (similar to Source 2)
- Displays a yellow glow outline on the shape of the model
- Displays bounding box in blue
- Added new rope rendering
- Renders the texture, width, the slack and texturescale properties
- Added static prop lightmap texel display to lightmap grid view
- Added color, alpha, mode and FX rendering to brush and model entities
- Changed selected brushes to have a white fill in 2D view
- Changed NearZ clipping plane, you can now get much closer and personal with geometry
- Changed missing texture to the classic pink checkerboard
- Changed sprites to no longer draw through geometry (doesn't work in Source mods using custom shaders)
- Changed origin axes on selected models to be toggleable via the helper button
- Changed sprites, overlays, and detail objects to not draw in lightmap grid, smoothing group and flat view
- Changed models to be flat colored in lightmap grid, smoothing group and flat view
- Changed overlays/decals to render in 2D view when selected
- Changed lines from entities to no longer draw when helpers are toggled off
<b>Entities:</b>
- Added modelscale and bodygroup preview support
- Added 3D worldtext support
- Added func_detail_blocker preview support
- Added particle browsing support for info_particle_system
- Updated max keyvalue length to be in sync with the engine (512 -> 1024)
- Fixed undo/redo not updating changed models or other visuals
- Fixed the vertex buffer error crash when rendering high-poly models
- Fixed crash related to invalid sprite data
- Fixed memory leak due to entities being duplicated when an entity was modified in any way
<b>Tools:</b>
- Added adjustable pivot for rotational transformations
- Added drag select to most tools
- Hold leftclick/rightclick and anything under your crosshair while dragging is selected
- Added setting to adjust handle size
- Added flipping support to 3D view
- Also fixes inconsistent flipping behavior/greyed out option
- Selection by depth has been rebound to middle mouse click, also no longer bound to a timer
- Fixed a bug that would cause Hammer to automatically select stuff after alt+tabbing
- Fixed input being stuck if Hammer was minimized and restored while holding input
- Fixed moving brush entities to world (ToWorld button) skipping some of the selection
- Fixed brush faces becoming inverted upon certain rotations
- Fixed clamped brush materials not getting transformed and saved correctly
- Removed radius culling (it angered me too much)
- Removed useless I key that displayed Hammer-specific red rendering cullboxes
NEW TOOL, Gizmo Tool:
- Toggleable with the X key in selection tool; cycles through 3 editing modes: none, legacy (box dragging) and gizmo
- Supports translation, rotation and scaling
- Lockable to the X Y Z or XY, YZ, ZX axes
- Can be toggled to use global or local transformations with a new button in the toolbar
- Can be customized in the settings
- Camera orientation is drawn as axes in the bottom left corner of 3D view (toggleable)
NEW TOOL, Physics Tool:
- Inspired by Source 2 Hammer
- Physically simulate the selected entities or brushes, and their pose will be saved when simulation is stopped
- To simulate ragdolls, you must use a prop_ragdoll entity
- Objects collide against brushes, displacements, models and water
- Gravity and air density can be adjusted
- Holding left click will drag the physics object under the crosshair
- Pressing middle click will create an explosion
- Pressing right click will fire a bullet at the crosshair
- Optionally, only entities with the prop_ prefix can be accepted for simulation/collision testing
- Currently selected group, objects or solids mode affects collision behavior of selected brushes
NEW TOOL, Polygon Tool:
- Once again, inspired by Source 2 Hammer
- Draw a convex polygon shape in the 2D view from defined points
- Brush will be created from the shape and extruded as far as the previous selection
NEW(ish) TOOL, Sprinkle Tool:
- Ported from CSGO Hammer
- If you aren't familiar: https://developer.valvesoftware.com/wiki/Sprinkle
- Added new icon for the tool and moved it to the toolbar
- Added Refresh button, refreshes list of sprinkle scripts instantly
- Added Open Source button, opens the selected script in your native text editor
- Added Align to Normal checkbox, aligns the placed objects to the normal of the floor
- Sprinkle .txts are located in the bin/hammerplusplus/scripts/sprinkle/... directory
Selection Tool:
- Selection box is now filled with a white tint in 2D View
- Holding shift while rotating a handle will now duplicate the selection
- When resizing a brush by dragging, the dragging is no longer clamped at 1 unit if you try scale negatively
- If the scale is 0, it will be clamped to 1 like stock behavior
- When moving a selection containing a brush and entities, only the brush is used for snapping
- This fixes an off grid entity pulling brushes offgrid with it
Brush (Block) Tool:
- Box is now filled with a green tint in 2D View
- If creation fails, selection is preserved instead of being cleared
- Added Create Cylinder and Create Arch to the context menu when right clicking on selection
- Fixed pressing enter while holding leftclick causing "This box is empty" error
- Fixed block tool creating selections with a depth of 0, now fallbacks to current gridsize if that happens
Entity Tool:
- Enter now works in 3D view
- Objects can now be created in 3D view on top of models
- Objects created from 3D view are snapped to grid, holding ALT when creating will disable this
- Prefabs are no longer snapped to grid by default upon creation, for consistency with entities
Clipping Tool:
- Added 3 point clipping
- Allows new ways to clip brushes that was impossible before
- Can be toggled between old 2 point clipping behavior with C key
- Shows measurements by default (press O to toggle)
- Applies currently selected texture to clipped face
- Clip line, clip plane and handles are now drawn in 3D view
- Handles in 3D view can be dragged around
- Selected handles are now highlighted in red
- The clipped out brush is now highlighted in red
- Selected entities can now be clipped
- Fixed text being rendered multiple times over itself
Overlay Tool:
- $decalscale in the material is now respected when creating an overlay
- Fixed broken behavior after undo/redo
- Fixed grouped overlays not being possible to select
- Copy and pasting a single overlay will now automatically assign it to any brush under the crosshair
- Overlays are snapped to grid, unless alt is held or its on an angled surface
- Overlays are updated per frame when dragging
- Overlays and their handles are now rendered and selectable in 2D view
- Escape key now exits overlay tool
- Creating a new overlay will deselect the entire selection, unless ctrl is held
Apply Texture Tool:
- Fixed undo history not being saved when applied to brush entities
- Fixed apply texture saving undo history even when nothing was applied
- Optimized to be significantly faster with larger selections
Face Edit Sheet/Material Tool:
- Mapping texture dimensions are used instead of raw dimensions for calculations (fixes issues with clamped textures)
- Raised displacement paint limits
- Applying textures is *significantly* faster with bigger selections
- Added undo history to Align To View and Displacement Create
- Added Random X and Y shift buttons
- Added Mark button
- Added UV x/y/z controls, which can be used to skew textures as well
- Added Apply Nodraw button: quickly applies nodraw to selected face(s) without overwriting current selected texture
- Shortcut: Ctrl + right click
- Reorganized dialog to be more sensible
- Added texture axes for selected faces (feature from GoldSrc Hammer that has been broken in Source)
- Can be toggled off via the Helpers toolbar button
- Fixed faces frequently being selected after undo/redo
- Fixed UI not updating after undo/redo
- Fixed strange selection behavior if texture browser wasn't loaded once before
- Escape key now closes face edit sheet
Displacement Tool:
- Views are only updated when necessary instead of per frame when moving mouse, improves performance
Vertex manipulation:
- Added realtime updates to brush
- Added undo history
- Removed "edge with both ids..." message
- Changed box selection to create a new box if clicking on empty space
- Fixed Alt transformations behaving weirdly
- Displacements are no longer destroyed on invalid faces
Cordon Tool:
- Added multiple cordon support (ported from CSGO)
- And yes, stock VBSP does compile multiple cordons correctly
- Cordons are accessed from the new Cordon tab beside the Visgroups
Arch Tool:
- Negative widths now work properly and no longer create invalid solids
- Width and added height now accept decimals
- Added stretch to fit bounding box option (moved from general settings)
Carve Tool:
- Fixed crashes with malicious shapes
- No longer attempts to carve hidden or invalid brushes
<b>UI:</b>
- UI now uses native Windows theme instead of Win9x theme (this can be disabled in Options)
- Most fonts in the UI are now antialiased
- Raised limits on rendering distance
- New splash screen and credits page by Izotope
- Dimensions are shown to max 3 decimal points instead of 1
- Invald solid message on VMF load is much more descriptive, now lists IDs of invalid solids/faces
- Last used texture is now saved between sessions
- Title is set to instead of blank when creating a new map
- Added Undo/Redo bar toggle to View -> Screen Elements
- Manifest control is now hidden by default
- Fixed keybind for Apply Current Texture tool not being listed
- Fixed custom cursors not working on several tools (this has been broken for a decade)
- Added a setting to disable custom cursors
- Fixed the "camera" text flickering in views
- Fixed certain dialogs not coloring correctly with a custom user theme
- Fixed decimals not being parsed correctly in all dialogs, causing severe precision loss
- Fixed flickery mouse drag cursor if holding space and moving mouse
- More concise FPS counter, and camera position + rotation displayer (toggled with O)
- Shushed a lot of useless messages/warnings in the Messages window
- Removed "Load Last Save" dialog after re-opening from improper shutdown (was made redundant by crash handler)
- Sprites, overlays, and some other entities/toolbrushes are now assigned to an auto visgroup
- Last selected game in game selection on startup is now saved between sessions
- Message box is now displayed while autosaving
- Added wait cursor to startup/several operations
- Options that require picking a directory now use latest Windows UI instead of clunky ancient UI
NEW menu bar tools:
- Change color of selected objects
- Change grid size to manually-specified value such as 80x80
- Automatically move selected objects down to nearest floor or ceiling, and optionally align to the face's normal
- Fog Preview
- View -> Set Fog Preview, allows you to preview env_fog_controllers in the 3D view
NEW tool bar buttons:
- Toggle the drawing of particles
- Toggle if only selected particles should be rendered
- Toggle the rendering of special entity effects (alpha, mode, FX)
- Toggle the rendering of the 2D skybox in the 3D view
- Toggle between global or local transformations for the gizmo tool
NEW Particle browser:
- Allows the browsing of all particles from all .pcf files in a grid-like view
- Each view can be manipulated via the mouse like in model browser
NEW Keybind editor:
- Edit most of the keybindings available in Hammer
- Available in the Tools tab, under Options
- Saved to hammerplusplus_keybindings.cfg
- Unfortunately, there are some quirks due to limitations in Hammer's UI system, and will not be fixable:
- Modifiers (CTRL, ALT, SHIFT) may not work on all bindings
- Some bindings require a refresh of any open maps to take effect
- Mouse bindings are not possible to edit/assign
3D View:
- Camera orientation is rendered in the bottom left corner as axes, toggleable in options
2D Views:
- Middle mouse click can now be used alongside spacebar to mouse drag around the view (like Garry's Mod Hammer)
- Scrollbars update the view per-frame and smoothly now instead of when released
Run Map dialog:
- Custom compiling window ported from CSGO that no longer freezes itself and Hammer
- Run map commands are now stored in a plaintext .cfg file instead of a binary format
- This means run map commands from other Hammers will not carry over and will need to be re-applied
- Significantly expanded the width of the dialog
Entity properties dialog:
- Added tab / shift + tab shortcuts, moves selection down or up, respectively
- Escape characters are no longer corrected (e.g. \n -> /n), useful for game_text entity
- Fixed Instance browse button not working under most paths
- Pick Angles button now goes into current selected keyvalue, not hardcoded to "angles"
- Added safeguard against this character: ", to prevent VMF corruption
Texture browser:
- Added alpha channel display
- Changed missing texture to classic pink checkerboard
- Added 32x32, 64x64 and 1024x1024 resolution option
- Fixed long texture names overflowing the boundary
- Fixed strange selection behavior on first load
- Materials with no valid texture are now listed regardless
- Materials with Vertexlitgeneric shaders are no longer listed
- Now shows the rightmost of the texture name
- Removed useless icons
Rendering Modes:
- Restored hidden 2D Logical View
- Removed lighting preview (doesn't work correctly, will be added back when its in a better state)
Inputs/Outputs dialog:
- Procedural targetnames such as !activator, entity classnames or wildcards are now regarded as valid
- Fire once checkbox has been changed to Refires text box, allows specifying an output to fire a N amount of times now
- Beside the Refires text box is an arrow incrementor for fast adjustment of times to fire
- Fixed column widths being too short
- Added safeguard against this character: ", to prevent VMF corruption
- Added Insert/Delete button hotkey for entity output dialog (creates output and deletes output, respectively)
Sound Browser:
- Added MP3 + .ogg (for mods using FMOD) support
- Added volume slider
- Fixed sounds not being possible to modify/delete externally after being played in Hammer