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Fix some formatting issues with old P2CE changelogs (#117)
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@@ -1,29 +1,29 @@
11
Portal 2: Community Edition - 0.7.2 released to **playtest_beta** and **default** branches.
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__Game changes__:
4-
Fixed zombies being cut and burnt with certain ammo types
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Fixed laser catchers taking too long to turn off their glowing particles when deactivated
6-
Hid bullet richochet sounds behind `snd_ricochets`
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Properly reset all globals in the map flags lump
8-
Optimized Panorama console message processing
9-
Added `OnPrimaryHit` and `OnSecondaryHit` outputs to fizzler field
10-
Cleaned up VGUI layouts
4+
- Fixed zombies being cut and burnt with certain ammo types
5+
- Fixed laser catchers taking too long to turn off their glowing particles when deactivated
6+
- Hid bullet richochet sounds behind `snd_ricochets`
7+
- Properly reset all globals in the map flags lump
8+
- Optimized Panorama console message processing
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- Added `OnPrimaryHit` and `OnSecondaryHit` outputs to fizzler field
10+
- Cleaned up VGUI layouts
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__Hammer changes__:
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Bumped AngelScript version to 2.36
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Made Discord rich presence more stable
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Fixed handling paths with dots
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Fixed scrolling in the Entity Report window
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Replaced old progress dialog with Qt progress dialog
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Replaced Entity Sprinkle dialog with Qt version
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Qt theming now more closely resembles modern Windows
20-
Fixed `logic_compare` always firing greater than outputs
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- Bumped AngelScript version to 2.36
14+
- Made Discord rich presence more stable
15+
- Fixed handling paths with dots
16+
- Fixed scrolling in the Entity Report window
17+
- Replaced old progress dialog with Qt progress dialog
18+
- Replaced Entity Sprinkle dialog with Qt version
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- Qt theming now more closely resembles modern Windows
20+
- Fixed `logic_compare` always firing greater than outputs
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__VScript changes__:
23-
Added `GetPartner()` for `CPropWeightedCube`
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Added `EyeAngles()` and `EyeLocalAngles()` for player
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- Added `GetPartner()` for `CPropWeightedCube`
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- Added `EyeAngles()` and `EyeLocalAngles()` for player
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__DX11 changes__:
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Fixed splitscreen rendering black
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Fixed splitscreen rendering both player views on each side of the split
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Ported missing shader used in `sp_a1_wakeup`
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- Fixed splitscreen rendering black
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- Fixed splitscreen rendering both player views on each side of the split
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- Ported missing shader used in `sp_a1_wakeup`

docs/misc/p2ce-changelogs/2022-04-27.md

Lines changed: 25 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -2,36 +2,36 @@ Portal 2: Community Edition - 0.7.3 released to **playtest_beta** and **default*
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The **previous_version** branch has been updated to 0.7.2.
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__Game changes__:
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Allow setting entity models to non-precached models
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Allow specifying world model skin in weapon script
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Fixed `npc_security_camera` not facing down when disabled
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Reduced startup errors in console
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Draw `toolsinvisible` when `r_drawclipbrushes` is enabled
10-
Fixed energy ball trying to set nonexistent material override
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Renamed `dmv_*` cvars to `mv_*`
12-
Fixed autoducking after jumping with `mv_duckjump` enabled
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Setting a negative bounce amount on HEP launcher will now result in infinite bounces
14-
Ported CUtlHashMap improvements from Valve's GameNetworkingSockets library
15-
Fixed crash when not holding a weapon and running `impulse 200`
5+
- Allow setting entity models to non-precached models
6+
- Allow specifying world model skin in weapon script
7+
- Fixed `npc_security_camera` not facing down when disabled
8+
- Reduced startup errors in console
9+
- Draw `toolsinvisible` when `r_drawclipbrushes` is enabled
10+
- Fixed energy ball trying to set nonexistent material override
11+
- Renamed `dmv_*` cvars to `mv_*`
12+
- Fixed autoducking after jumping with `mv_duckjump` enabled
13+
- Setting a negative bounce amount on HEP launcher will now result in infinite bounces
14+
- Ported CUtlHashMap improvements from Valve's GameNetworkingSockets library
15+
- Fixed crash when not holding a weapon and running `impulse 200`
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__Panorama changes__:
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Added functions `$.CompressString(str)` and `$.DecompressString(str)`
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Made Panorama console text selectable
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Optimized Panorama console performance
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Removed several unnecessary Panorama files
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Changed Panorama HTML surface user agent to "Valve Client"
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Added ability to create particle systems in Panorama CSS
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- Added functions `$.CompressString(str)` and `$.DecompressString(str)`
19+
- Made Panorama console text selectable
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- Optimized Panorama console performance
21+
- Removed several unnecessary Panorama files
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- Changed Panorama HTML surface user agent to "Valve Client"
23+
- Added ability to create particle systems in Panorama CSS
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__Tools changes__:
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Ported Hammer Entity Help dialog to Qt
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Fixed Hammer Entity Report dialog
28-
Fixed HLMV using incorrect skin numbering
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- Ported Hammer Entity Help dialog to Qt
27+
- Fixed Hammer Entity Report dialog
28+
- Fixed HLMV using incorrect skin numbering
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__VScript changes__:
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Added paintgun VScript functions akin to the portal gun functions
31+
- Added paintgun VScript functions akin to the portal gun functions
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__Graphics changes__:
34-
Optimized DX11 performance
35-
Default shader API bumped to DX11
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Decreased likelihood of visually clipping through large world portals
37-
Fixed portal area frustrum clipping when close to player
34+
- Optimized DX11 performance
35+
- Default shader API bumped to DX11
36+
- Decreased likelihood of visually clipping through large world portals
37+
- Fixed portal area frustrum clipping when close to player

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