Source SDK release notes archive: Difference between revisions
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=Version 1.05.00= | =Version 1.05.00= | ||
* Added snow and rain sprite materials for func_precipitation entity. | * Added snow and rain sprite materials for [[func_precipitation]] entity. | ||
* Added bonus snow world materials. | * Added bonus snow world materials. | ||
* Added qc_eyes.exe. | * Added qc_eyes.exe. | ||
* Made various improvements and fixes to | * Made various improvements and fixes to [[FGD]] files. Full list of changes listed here. | ||
* Added a new '''example character model''', found under <code><Steam>\SteamApps\username\sourcesdk_content\hl2\modelsrc\humans_sdk</code>. | * Added a new '''example character model''', found under <code><Steam>\SteamApps\username\sourcesdk_content\hl2\modelsrc\humans_sdk</code>. | ||
* Added [[Creating_Characters|new documentation on Creating Characters]]. | * Added [[Creating_Characters|new documentation on Creating Characters]]. | ||
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* Fixed the "cordon" texture used by Hammer. | * Fixed the "cordon" texture used by Hammer. | ||
* Fixed problems with dedicated server and hl2mp MODs. | * Fixed problems with dedicated server and hl2mp MODs. | ||
=Version 1.04.00= | =Version 1.04.00= |
Revision as of 21:39, 8 November 2005
Version 1.06.00
- Added a new Half-Life 2 Multiplayer example character model, found under
<Steam>\SteamApps\username\sourcesdk_content\hl2mp\modelsrc\humans_sdk
. - Fix in lag compensation code sometimes preventing players from respawning correctly.
- Optimized bandwidth usage in mods based upon the hl2mp code.
- Programmers who have already started mods should integrate these files into their source code (or handle it automatically using the method described in the Using Source Control With The Source SDK document):
- src\cl_dll\c_baseanimatingoverlay.cpp
- src\dlls\baseanimatingoverlay.cpp
- src\dlls\player_lagcompensation.cpp
- Programmers who have already started mods should integrate these files into their source code (or handle it automatically using the method described in the Using Source Control With The Source SDK document):
- Fixed some cases of having to run the base game before being able to debug your mod.
- Fixed xwad running vtex incorrectly.
- Fixed xwad building into the wrong target directory.
Version 1.05.00
- Added snow and rain sprite materials for func_precipitation entity.
- Added bonus snow world materials.
- Added qc_eyes.exe.
- Made various improvements and fixes to FGD files. Full list of changes listed here.
- Added a new example character model, found under
<Steam>\SteamApps\username\sourcesdk_content\hl2\modelsrc\humans_sdk
. - Added new documentation on Creating Characters.
- Updated the Authoring Shaders document.
- Added more in-depth shader examples, including a postprocess shader. After installing the source code, look under
src\sdkshaders
andsrc\sdkshaders\advanced
for the new shader code. - Added qc eyes - a tool to generate the QC text necessary to get eyes working. The executable is called
qc_eyes.exe
. - Added Motion Mapper - a tool to map animations across differently-proportioned skeletons. The executable is called
MotionMapper.exe
. - Added a document describing how to use Source Control to merge Valve code changes into your MOD easily.
- Fixed an issue in Vrad which was causing visible artifacts when lighting very large objects/areas.
- Fixed an issue in Studiomdl which was allowing bad $modelnames to be used.
- Fixed the "cordon" texture used by Hammer.
- Fixed problems with dedicated server and hl2mp MODs.
Version 1.04.00
- Source code for Half-Life 2 multiplayer included. Run the 'Create a Mod' link in the SDK launcher to get it.
- Ability to create new shaders. See Authoring Shaders In Source for documentation.
- New tool (source code included) called
DemoTool.exe
, which shows the high-level structure of .dem files. - Source code for Source Model Viewer included (in src\utils\hlmviewer).
- Source for Half-Life 2's airboat model included.
- Steam account names with ".." in them work in the tools.
- Fixed Face Poser flex sliders.
- Hammer limits framerate in 3D views to 300fps, to help customers with overheating problems.
Version 1.03.00
- Sources for six Half-Life 2 maps. They can be found under
sourcesdk_content\hl2\mapsrc
. - XSI addon for importing and exporting SMD files.
- Sample bot for the server DLL. See Creating Server-Side Bots for more information.
- Sample bot code for plugins.
- Added bspzip tool.
- VBSP now automatically generates data for multiplayer Linux servers.
- Fixed SDK Launcher window consuming large amounts of system resources on certain machines.
Version 1.02.00
- Simplified directory structure.
- Face Poser application added.
- VConfig added, new tool to select game configurations.
- A "Reset Game Configurations" option has been added to the SDK Launcher.
- The Hammer Options dialog now reflects the selected Current Game.
- Added default Expert compile settings in Hammer.
- Viewmodel sources for Half-Life 2 included.
- Simplified debugging under Steam - no need to copy steam.dll and make steamapp.cfg.
- Added sdk.fgd, containing the entities in the programming tutorial.
- SDK Launcher startup time is much faster.
- Fixed issue with Hammer not copying .bsp to game directory.
- The
buildcubemaps
console command should now function correctly. - The
impulse 81
command to check cubemap placement should now function correctly. - Fixed for various cases of path environment variables not working.
- Fixed detail props not being generated by
vbsp.exe
.
Version 1.01.00
- The ability to edit Half-Life 2 levels and custom MODs.
- Includes all the game source code for Half-Life 2 and a sample multiplayer mod (run Create a Mod in the SDK Launcher to install).
- Source code for the compile tools.
- Documentation on programming for the Source Engine.
- Additional documentation on content creation.
- A number of additional sample maps.
- Sample models.
- A Source Engine model exporter for Maya.
Version 1.00.00
The first version of the Source SDK included the Source Engine tools (Hammer, Model Viewer, etc) and work-in-progress documentation. The tools allowed creation of Counter-Strike Source maps, models, and materials.