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Merged dev changes 9/7/2019
- Experimental RPC stuff for the future - Fixed players running over allies with vehicles (kind of) - Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists) - Fixed SDK_EyeRefract - Fixed env_beam SetStart/EndEntity - New "OnStateChange" output on NPCs - scripted_face removed (use generic facing VCDs instead) - Fixed RPC - Miscellaneous code cleanup
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@@ -485,7 +485,7 @@ float4 main( PS_INPUT i ) : COLOR
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#if !defined( SHADER_MODEL_PS_2_0 )
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float fogFactor = CalcPixelFogFactor( g_fPixelFogType, g_FogParams, g_vCameraPosition.xyz, i.vWorldPosition_ProjPosZ.xyz, i.vWorldPosition_ProjPosZ.w );
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return FinalOutput( result, fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR );
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return FinalOutputConst( result, fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR );
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#else
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float fogFactor = CalcPixelFogFactor( PIXEL_FOG_TYPE_NONE, g_FogParams, g_vCameraPosition.xyz, i.vWorldPosition_ProjPosZ.xyz, i.vWorldPosition_ProjPosZ.w );
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return FinalOutput( result, fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
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@@ -72,11 +72,9 @@ BEGIN_VS_SHADER( SDK_DecalModulate_dx9,
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SHADER_DRAW
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{
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#ifdef MAPBASE
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// TEST 1 - Check game DLL stuff since the issue is that mod2x is modding flashlight brightness because it's not gray
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//
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// NOTE: Maybe the decals not appearing is a SORTING issue!
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// The flashlight part is transparent and overlaid on top of the decal!
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//
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// It is now believed the decals not appearing is a sorting issue.
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// The flashlight part is transparent and overlaid on top of the decal.
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// When a fix is found, this flashlight code could be removed.
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bool bHasFlashlight = UsingFlashlight( params );
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#endif
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SHADOW_STATE
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