See [this] (https://www.reddit.com/r/Sourceengine2/comments/57ferg/features_of_source_2_developers_pov/) Reddit for a updated version.
There are already Threads about the features of Source 2, but here I want to collect especially the features (which are known or speculated) for developers. It will be updated whenever I find something new!
Generic Features:
- 64-Bit Support
- Support for DX9 and DX11
- Support for Vulkan
- Probably: Support for Mantle (you can find a string "RENDER_SYSTEM_DLL_MANTLE" in engine2.dll )
- Support for VR
- Free to use for "content developers" ( Source )
- Probably: Importer for legacy Source 1 content (see source1import_blacklist.txt in Destinations)
- Probably: Supports Bink Video, AVI and WMF (?)
- Probably: Most of HL2 Entities and Classes exists (I created header files for The Lab demo, using this tool. Found HL2 classes in it.)
- Supports Lua and probably Python for scripting
- Probably: Support for "direct peer to peer connectivity" (Check out the help for p2p_* cmds like p2p_ping)
- Probably: Support for "physically" clothing simulation, especially simulation of cloth behaivior in wind etc (see help for cloth_* cmds)
- Probably: Support for day-night-cycle simulation and simulation of lightning on earth a like extra-solar planets with this model (Source 2 seems to use a example code of the researchers)
- New GUI called Panorama (see [here] (https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Panorama) )
Technical Changes:
- New File formats (VMDL instead of MDL, VMAT instead of VTM/VTF etc...)
- New Kevalue2 Format for Files
- Use of DMX files
- Probably: Revised Physics Engine (see vphysics2.dll) called Rubikon
- Better support of dynamic lights (Dota 2: Reborn uses only dynamic lights)
- Game Infos are specifed in gameinfo.gi not in gameinfo.txt
- Compiled maps are a VPK-Package, not longer a BSP
- Probably: Other access system for filesystem (Source 2 let you choose between "native" and "STDIO"
Development tools general:
- A Assetbrowser which shows all your content of your mod
- New Model editor
- New Hammer Editor
- New Console
- New Material Editor
- Probably: Integrated debugging tools for scripts like adding watches, breakpoints and attach a debugger (see cl_script_* cmds). Maybe there will be some type of an official scripting IDE/plugins for existing IDEs for source2, there are hints for a help function with support for auto-completion
- Probably: Tool for working with sounds (check "sndtool_help.txt" in core/tools/help )
- Probably: Tool for creating/editing help files (check "helpsystem_commands_help.txt" in core/tools/help)
- Probably: A tool for creating post processing effects and a tool called "PlantToolApp" (see files in core/tools/keybindings)
- Probably: There are hints (in core/tools/images) for tools with name "workshopadmin", "grapheditor" (maybe this has something to to with clothing), "revison_control", "portraiteditor", "propertyeditor", "snooper" (maybe something with physics) and a new faceposer
- A scene debugger (see plugin in "SteamVR Performance Test" VConsole)
New Console (Console2):
- Starts a seperate Task and Window (no longer ingame)
- Supports remote control (?)
- Support for plugin like things
- Support for Tabs
- Engine sends its messages on different channels, you can filter for messages from a specific channel
- Each Message has a priority level, so you can filter for important messages like errors etc.. (like in android ADB)
- Better syntax completition
New Material Editor:
- Lightning preview for Materials
- Supports importing bitmaps from PSD (Photoshop format)
- Shaders supports glossiness and metallness maps
New Hammer Editor:
- Working ingame Lightning Preview
- Faster/Improved 3D Preview
- Importing feature for VMF files (Maps from old Hammer)
- Written in QT4 (So maybe the workshop tools will be ported to Linux/Mac)
- Undo-History
- Support for map global variables
- Internal Screenshot Function
- Uses the old FGD Format (?)
- Moving and Transform functions for Brushes are now more like in "real" 3d modelling Programs like 3DS Max. For example: You can specify the pivot Point of a brush
- Tools for Modeling Brushes inside Hammer. For Example you can work on Vertex or Edges Layer and can do things like extrude or bevel Edges
- Asset Sprayer: You can easily "spray" asset preset, like for example a road or a forest on your map, this makes it easier for players to create maps. (used for example in Dota 2)
- New Chooser for Models and other Assets (Asset Browser)
- light entity renamed to light_omni
- Map size is no longer limited to Grid size
- Maps dont have to be closed to work
Improved Source Filmmaker (SFM):
- Faster loading of Maps
- For more changes see Valve Developer Wiki
New Model Editor
- Import Mesh from dmx, smd, fbx and obj files
New Particle Editor
- Improved Particle Editor
Games that already uses Source 2:
- "The Lab" - VR Demo written in Source 2 and unity
- "Destinations" - VR game. Workshop Tools available
- "Dota 2: Reborn" Workshop Tools available
- "SteamVR Benchmark" - similar to "The Lab"
If you have something to add, then post it, and I will update this post.