If you change your items but forget to export they won't appear, remember to export! Very crucial. Feel free to try every item! Save only saves your item palette, you can use it at any time by looking through Palette Layouts.
Styles may occasionally get rid of some items from your palette, but don't worry, this won't change the save. Using this section you can change how your chamber looks, once you create a chamber in the Perpetual Testing Initiative, it will change to that style. Don't be fooled by PTI looking clean once edting, when you test-run it it'll change. The Living Panels Okay so the living panel and large living panel have the same functions and rules, they're simply just different sizes. The living panel's icon is a laser beam whereas the large living panel is represented by a lift.
The checked Start Open option is basically the most useful convenience wise. But when Start Open is checked, the panels start at different heights.
I've measured these and 3 with Start Open checked is about as high as one cube, making it useful for setting Reflection Cubes on to reach lasers one notch higher than the floor. The top is large living panels, bottom is living panels. UCP-relevant changes: Add addShuffleGroup result, for picking from a pool of instances to randomise decoration.
Replace Unstationary Scaffold-specific condition with a more general version LinkedItem. Multiple locations may now be specified in the config for package locations - add package1 , package2 etc. This allows your user stuff to be elsewhere from the default packages. All configuration files except for info. This also should speed up startup. Selector windows may now have the small thumbnail definition omitted, to make it automatically crop down the larger icon.
Contributors Critfish. This commit was created on GitHub. Use 2. Fix Unlock Default Items not functioning Fix , fix : crash when installing the app for the first time Fix Toggle Latch not working. Fix signage texture missing when exporting resources. The sound code is now more robust, and will disable itself if any error occurs.
The log window will no longer be frozen when the application is doing tasks. The Signage and Cube Colorizer items now display their selected options on their editor model. The P1 exit sign will now correctly appear on different sides as required.
Added an itemvar for disabling lasers bending to hit catchers. Rexaura Flux Fields will now detect Rocket Turret rockets. Fix a variety of items having their instances being broken in several ways. Fix lots of items colliding when they shouldn't. Fixed Sendificators not being connectable.
The P1 SP exit corridor 4's observation room will only use a worldportal now if it needs to. Fixed some issues with P1 piston platforms. For package developers: Brush templates are now only loaded when needed, speeding up compilation, package parsing, and allowing them to be edited without exporting. See the new Images wiki page for information about the new options available for PNG image specifying.
Currently this doesn't access the game's files or VPKs, so it doesn't work for vanilla items. Fix collisions on items. Switch to also building with Python 3.
Fix Surface Lacquer not including resources. Download the packages here. Fix compile failure caused by fizzler improvements in last P2 update. New item: "Surface Lacquer" Coats surfaces and blocks, preventing them from being paintable, though they can still be portalled as normal. Update to Python 3. Update markdown parsing for descriptions - now more efficient and robust.
Fix vactubes producing compile error when placed. About Tool to mod Portal 2's Puzzlemaker Topics python mod valve source-engine python-3 beemod portal-2 portal2.
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Failed to load latest commit information. Rename these issue templates. Sep 6, Fix : Finale funnel music has the wrong icon.
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