It’s a big one!
Localizations
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Added Japanese (Thank you, “IROHASTUDIO”) -
Added Brazilian Portuguese (Thank you, Jean Trindade Pereira) -
Added proper Castilian Spanish as “Spanish (Spain)” -
Added proper Latin-American Spanish as “Spanish (Latam)” -
Updated Russian -
Fixed subtitle and chapter title font when playing in Russian -
Added Achievement Localizations for Brazilian Portuguese, French, Japanese, Latam Spanish and Castilian Spanish
Map Changes
sp_a1_fizzler_intro
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Prevented players from portalling under the exit door in the second chamber -
Prevented players from portalling under the stairs in the second and getting stuck -
Prevented cubes from clipping through panel stair arms in the second chamber
sp_a1_laser_intro
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Added vphysics clip to prevent players from getting the cube out of the chamber
sp_a1_cube_fling_intro
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Added grated wall in the first toxic goo chamber to prevent players from leaving the intended playspace -
Extended catwalk invisible walls past exit door to prevent players from jumping over the handrail and getting stuck
sp_a1_final_test
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Prevented players from being able to get behind the projector screen and get stuck -
Added lights to the projector screen
sp_a1_bts_wind
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Re-enabled collisions for the catwalk that overlooks the fan -
Prevented players from crawling inside laser override box -
Prevented players from feeding the laser override box multiple cubes after it had already had a cube in place -
Added playerclips to the vert doors
sp_a1_bts_wind_2
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Added playerclip to the vert door
sp_a1_bts_chambers
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Removed unneeded playerclips on exit catwalk for the speedrunners
sp_a2_outside
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Fixed departure elevator choreography getting cut off by map transition
sp_a2_fling_intro
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Changed 11 to 14 on the info board for the total number of chambers in the first chambers
sp_a2_full_portalgun
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Added playerclip to the vert door
sp_a2_end
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Fixed cubes falling through the floor in the first Power Chamber -
Added collapsed floor detail in the second Power Chamber by the angled panel to hint how the chamber would be solved without the power switch
sp_a3_intro
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Extended kill trigger in toxic goo in the large room where the power is turned on
sp_a3_vactube_intro
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Fixed issue for speedrunners that resulted in getting to the exit elevator too quickly while dialogue was playing and getting stuck at the bottom of the shaft
sp_a3_lake
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Extended kill trigger in speed gel area -
Extended goo kill trigger in cramped cavern all the way to the wall
sp_a3_vactube_cubermove
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Changed info board chamber name from "Gelbender" to "Cube Remove"
sp_a3_vactube_pipes
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Added playerclip on window frame in the bridge exit area -
Added playerclip to the exit vert door
sp_a3_vactube_flings
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Allowed portal helper on office floor to help players place their portals
sp_a4_transition
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Fixed issue with characters repeating their dialogue -
Attached kill triggers to the closing incinerator doors to crush players that try to block them with their bodies
sp_a4_finale
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Fixed possible death-loop caused by pressing the buttons just as the timer ran out -
Fixed issue with Conly's glass rendering weirdly if viewed thru another lay of glass in the first control room -
Textured untextured faces
Engine Changes
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Fixed -console launch parameter opening old VGUI console instead of the new Panorama console -
Fixed volumetric lighting issues
That’s all there is to the patch notes on April 1 for Portal: Revolution on Steam PC.
