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Map changes:
• added a logic_relay that allows for skipping the container ride in intro1
Script changes:
• added a button to the in-game settings menu that triggers the SkipRide relay in intro1 (only visible in intro1)
Other changes:
• added Hungarian translations for some hint text, courtesy of Krotter
Map changes:
• fixed being able to get stuck in robot arm collision at the end of a2intro
• fixed clipping through platform at the end of intro6 if you're a tall boi
• added an unskippable hint in intro4 to teach picking up cubes with the portal gun
• if trying to pick up Wheatley after he falls with your hands, a hint will remind you to pick him up with the portal gun instead
• moved the equip/unequip hint to intro5
• due to occasional discomfort, the first few elevators aren't at top speed anymore. The first one is the slowest, next one slightly faster, etc.
Script/settings menu changes:
• the in-game settings menu now lets you choose between no effect when approaching a portal, a blur, or a fade
• added haptic pulse to accompany certain hints
Map changes:
• fixed lifted arrival elevator in intro3
Script changes:
• fixed SkipRide button not working in the settings menu
https://discord.gg/ch2VsXpmA2
Here's the changelog:
Major changes:
• Added flinging
• Added portal overlays so you can see them through walls or other surfaces
• Reworked portal placement so now you can do things like portal bumping
• Changed the way map transitions are handled so settings changed with the in-game settings menu are persistent
• Added visible player head, with jiggle bones for the pony tail and jacket sleeves
• Added subtitles (you have to manually place them in your game directory)
• Added ability to load a preset configuration file; learn more in the addon description
• Added an optional Steam Audio pathing addon where you can try out Steam Audio pathing
• Added a toggleable laser sight for aim assistance
Minor changes:
Map:
• evened out ground collision in room after container ride
• "sleep" lookat trigger is more aggressive and bigger
• fixed some issues with the SkipRide relay
• simplified jump hints in intro1
• hopefully fixed glass chamber orange portal in intro4 not spawning
• redid textures/materials & fog
◦added portal rtx clipboard texture
• refresh highlight has been fixed on the broken button prefab
• indicator lights no longer have weird shadows
• changed how the pickup hint in intro4 is handled
• made portal approach post process trigger only react to head
• fixed a case of overlapping dialogue in intro7 and wakeup
• made use of new custom player falling in wakeup
• improved visibility of credits text
• Gun pickup is now disabled before the first hint
• fixed a few cases of being able to shoot through observation room glass
• fixed being able to fall through the breaker shaft elevator in wakeup
• fixed a few leaks in various maps
• fixed being able to place portals on secret panel in intro7 while it is opening
Script:
• player now teleports to bottom of the portal to avoid head clipping into ceiling
• disabled portalgun pickup while wheatley is held
• fixed player_body script animating the player model incorrectly if movement is done with primary hand
• fixed being able to place portals anywhere after map transition
• added shatterglass shards to portalable whitelist
• fixed portalgun drop sound not playing if the object held gets teleported through a portal
• Portalgun immediately drops fizzling objects
Settings menu:
• added floating menu convar: alyxlib_debug_menu_floating
• added option to place portals anywhere (dev mode only)
• added option to enable orange portalgun (dev mode only)
• added option to toggle portal funnelling
• added tons of debugging options (dev mode only)
• if audio pathing addon is enabled -> add audio pathing toggle
Misc:
• Brought alyxlib up-to-date with its current version, enabling a bunch of cool features. See alyxlib's documentation for more details.
• added ambient occlusion proxies to most physics props
hotfix:
• fixed not being able to pick up dual portalgun in a2intro