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https://github.com/celisej567/source-sdk-2013.git
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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:
@@ -12,10 +12,6 @@
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//#include "worldvertextransition_dx8_helper.h"
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#include "lightmappedgeneric_dx9_helper.h"
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static LightmappedGeneric_DX9_Vars_t s_info;
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//static LightmappedGeneric_DX9_Vars_t s_info_editor;
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DEFINE_FALLBACK_SHADER( SDK_WorldVertexTransition, SDK_WorldVertexTransition_DX9 )
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@@ -156,43 +152,27 @@ BEGIN_VS_SHADER( SDK_WorldVertexTransition_DX9, "Help for SDK_WorldVertexTransit
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return 0;
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}
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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SetupVars( s_info );
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InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );
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//SetupVars( s_info_editor );
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//SwapLayers( s_info_editor );
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, info );
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}
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SHADER_INIT
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{
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SetupVars( s_info );
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InitLightmappedGeneric_DX9( this, params, s_info );
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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InitLightmappedGeneric_DX9( this, params, info );
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}
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SHADER_DRAW
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{
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//if ( UsingEditor( params ) )
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// DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info_editor, pContextDataPtr );
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//else
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DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr );
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LightmappedGeneric_DX9_Vars_t info;
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SetupVars( info );
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DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, info, pContextDataPtr );
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}
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private:
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// This hack is from Half-Life 2: Downfall in order to support WorldVertexTransition in Hammer.
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// We get around this through a different hack in the shader code itself now.
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// Original comment:
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// "Hack to make hammer display WVT in non-inverted way.
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// It worked ok in standard WVT because of special editor-only shader.
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// Why Valve just didn't inverted vertex alpha directly in hammer code? oO"
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//static FORCEINLINE void SwapLayers( LightmappedGeneric_DX9_Vars_t &info )
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//{
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// V_swap( info.m_nBaseTexture, info.m_nBaseTexture2 );
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// V_swap( info.m_nBaseTextureFrame, info.m_nBaseTexture2Frame );
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// V_swap( info.m_nBaseTextureNoEnvmap, info.m_nBaseTexture2NoEnvmap );
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// V_swap( info.m_nBumpmap, info.m_nBumpmap2 );
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// V_swap( info.m_nBumpFrame, info.m_nBumpFrame2 );
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// V_swap( info.m_nBumpTransform, info.m_nBumpTransform2 );
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//}
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END_SHADER
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