Mapbase v6.0

- Fixed path_track paths saving as pointers instead of handles
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added the ability to change a game_text's font (very limited)
- Added LightToggle input to point_spotlight
- Added Enable/DisableSprites on npc_manhack
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish
- Added OnLostEnemy/Player support for npc_combine_camera
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Added VScript to VBSP with basic map file interfacing
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Fixed $bumpmask not working on SDK_LightmappedGeneric
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working
- Added limited support for $envmapmask in the bumpmapping shader
- Fixed more issues with parallax corrected cubemaps and instances
- Made instance variable recursion consistent with VMFII
This commit is contained in:
Blixibon
2020-11-26 02:26:55 +00:00
parent 3b5b3a9ccb
commit eb014cce6c
125 changed files with 8058 additions and 2767 deletions

View File

@@ -12,10 +12,6 @@
//#include "worldvertextransition_dx8_helper.h"
#include "lightmappedgeneric_dx9_helper.h"
static LightmappedGeneric_DX9_Vars_t s_info;
//static LightmappedGeneric_DX9_Vars_t s_info_editor;
DEFINE_FALLBACK_SHADER( SDK_WorldVertexTransition, SDK_WorldVertexTransition_DX9 )
@@ -156,43 +152,27 @@ BEGIN_VS_SHADER( SDK_WorldVertexTransition_DX9, "Help for SDK_WorldVertexTransit
return 0;
}
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS()
{
SetupVars( s_info );
InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );
//SetupVars( s_info_editor );
//SwapLayers( s_info_editor );
LightmappedGeneric_DX9_Vars_t info;
SetupVars( info );
InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, info );
}
SHADER_INIT
{
SetupVars( s_info );
InitLightmappedGeneric_DX9( this, params, s_info );
LightmappedGeneric_DX9_Vars_t info;
SetupVars( info );
InitLightmappedGeneric_DX9( this, params, info );
}
SHADER_DRAW
{
//if ( UsingEditor( params ) )
// DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info_editor, pContextDataPtr );
//else
DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr );
LightmappedGeneric_DX9_Vars_t info;
SetupVars( info );
DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, info, pContextDataPtr );
}
private:
// This hack is from Half-Life 2: Downfall in order to support WorldVertexTransition in Hammer.
// We get around this through a different hack in the shader code itself now.
// Original comment:
// "Hack to make hammer display WVT in non-inverted way.
// It worked ok in standard WVT because of special editor-only shader.
// Why Valve just didn't inverted vertex alpha directly in hammer code? oO"
//static FORCEINLINE void SwapLayers( LightmappedGeneric_DX9_Vars_t &info )
//{
// V_swap( info.m_nBaseTexture, info.m_nBaseTexture2 );
// V_swap( info.m_nBaseTextureFrame, info.m_nBaseTexture2Frame );
// V_swap( info.m_nBaseTextureNoEnvmap, info.m_nBaseTexture2NoEnvmap );
// V_swap( info.m_nBumpmap, info.m_nBumpmap2 );
// V_swap( info.m_nBumpFrame, info.m_nBumpFrame2 );
// V_swap( info.m_nBumpTransform, info.m_nBumpTransform2 );
//}
END_SHADER