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https://github.com/celisej567/BCWSsrc.git
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Mapbase v3.0
- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing * - Added support for regular expression matching - Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp - Fixed env_global_light brightness - Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro) - New UnZoomWithRate and SetZoomRate inputs on env_zoom - New "Don't change target's angles" flag on logic_measure_movement - Fixed logic_measure_movement not using ignore origin flags correctly - Fixed filter_damage_mod secondary filter not recognizing mode correctly - Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code - Added SetEntityName input for setting an entity's targetname - Added "SetTarget" support to point_posecontroller - Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health - Added ignore flags and several direction-related inputs to math_vector - Added pose parameter stuff to logic_modelinfo - Fixed ChangeWeapon not changing during combat - Fixed holster/unholster on NPCs without holster/unholster animations - Fixed func_tank and other "player in the way" code ignoring notarget - Added SetPoseParameter input to animating entities - Introduced an experimental chapter system which allows for custom chapter title/restriction management - Added SetChapterTitle input to worldspawn for dynamic title changing - Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues - Fixed mapbase_rpc_enabled not actually affecting RPC - Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users - Fixed some problems with the new shared activities - Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity - Added env_microphone pitch scale for scaling the pitch of transmitted sounds - Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT - Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing - Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders - Areaportal leaks now stop compilation in leaktest - Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
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@@ -241,6 +241,21 @@ void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** pa
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}
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}
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#ifdef MAPBASE
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// Created for the missing cubemap solution below
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void LoadLightmappedGenericEnvmap( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info )
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{
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if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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{
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pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
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}
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else
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{
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pShader->LoadTexture( info.m_nEnvmap );
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}
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}
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#endif
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void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info )
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{
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if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
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@@ -303,6 +318,20 @@ void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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if (params[info.m_nEnvmap]->IsDefined())
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{
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#ifdef MAPBASE
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LoadLightmappedGenericEnvmap( pShader, params, info );
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if (mat_specular_disable_on_missing.GetBool())
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{
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// Revert to defaultcubemap when the envmap texture is missing
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// (should be equivalent to toolsblack in Mapbase)
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if (params[info.m_nEnvmap]->GetTextureValue()->IsError())
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{
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params[info.m_nEnvmap]->SetStringValue( "engine/defaultcubemap" );
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LoadLightmappedGenericEnvmap( pShader, params, info );
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}
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}
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#else
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if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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{
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pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
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@@ -311,6 +340,7 @@ void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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{
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pShader->LoadTexture( info.m_nEnvmap );
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}
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#endif
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if ( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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