Portal Gun 26.2 v5.4 - Far Portals & Sodium Fix
Curse Maven Snippet
What's new
v5.4 - Far Portals, Portal 2 Look, Sodium Fix
Fixes
- With Sodium, parts of the world could turn invisible near open portals until you moved. Fixed.
- Players and mobs seen through a portal now move as smoothly as everything else.
- Two portals placed in a corner now show each other properly.
- The gun can pick up blocks right next to a portal again.
- A level shot at far away terrain no longer turns into a moon portal.
- Floor buttons in test chambers are pressed by a cube only, not by standing on them.
- One dungeon no longer gets two entrance huts. Entrances are at least 6 chunks apart.
New
- Far portals. Shoot a portal up to 800 blocks away and walk through it.
- Sideways portals. If a wall has no room for an upright portal, it is placed sideways on the same wall. Portals can no longer overlap.
- Portal 2 crosshair. Two crescents, blue and orange. Each one fills in when that portal is open.
- Gun polish. The gun's light takes the colour of the last portal fired, and the claws move when you fire or grab.
- Smooth robots. Turrets, Wheatley and GLaDOS have new rounded models. Turrets open up and show their guns when armed.
- Deeper test chambers. Chambers now sit well underground with a ladder shaft down from the entrance, so rooms no longer poke out of hills.
Known limit: a portal far outside your render distance can be walked through, but shows the swirl instead of a live view.
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