Files
source-sdk-2013/sp/src/materialsystem/stdshaders/game_shader_dx9_mapbase.vpc
Blixibon 87cd9b24bb Mapbase v6.1
- Added postprocess_controller entity from later versions of Source
- Added env_dof_controller entity from later versions of Source
- Added SDK_Engine_Post and DepthOfField shaders from the Momentum repo/Alien Swarm SDK
- Fixed auto-breaking game_text/choreo text not null terminating
- Fixed console groups showing up at the wrong developer levels
- Added more mesages to console groups, including a new "NPC AI" console group
- Fixed typos and added elaboration in various cvars, console messages, etc.
- Fixed npc_metropolice not using frag grenades correctly when allowed to use them
- Fixed npc_metropolice not registering stitching squad slots in AI
- Fixed SetModel input late precache warning
- Fixed env_global_light angles resetting upon loading a save
- Fixed an issue with ScriptKeyValuesRead using the wrong name and having a memory leak
- Allowed VScript functions which return null strings to actually return null instead of empty strings
- Added VScript member variable documentation
- Fixed VScript documentation lines sometimes mixing together
- Fixed VScript singletons having a ! at the beginning of descriptions
- Added Color struct to VScript and allowed color-related inputs to use it
- Added more VScript functions for weapons, ammo, ragdolling, and response contexts
- Added GameRules singleton for VScript
- Exposed AI interaction system to VScript
- Recovered some lost documentation from older revisions of the Mapbase wiki
- Added a way to get the current game's load type in VScript
- Fixed Precache/SpawnEntityFromTable not accounting for a few important field types
- Added VScript functions for getting a player's eye vectors
- Fixed a crash caused by removing the active weapon of a Combine soldier while it's firing
- Changed the way metrocops deploy their manhacks so they could use their manhack death response properly
- Fixed "Use Server" keyvalue on game_convar_mod not working
- Adjusted CAI_Expresser in VScript
2020-12-17 03:38:23 +00:00

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//-----------------------------------------------------------------------------
// game_shader_dx9_mapbase.vpc
//
// Project Script for Mapbase shader changes
//-----------------------------------------------------------------------------
$Configuration
{
$Compiler
{
// https://developer.valvesoftware.com/wiki/Parallax_Corrected_Cubemaps
$PreprocessorDefinitions "$BASE;PARALLAX_CORRECTED_CUBEMAPS"
}
}
$Project
{
$Folder "Source Files"
{
$File "cloak_blended_pass_helper.cpp"
$File "emissive_scroll_blended_pass_helper.cpp"
$File "flesh_interior_blended_pass_helper.cpp"
$File "lightmappedgeneric_dx9.cpp"
$File "lightmappedgeneric_dx9_helper.cpp"
$File "lightmappedreflective.cpp"
$File "skin_dx9_helper.cpp"
$File "unlitgeneric_dx9.cpp"
$File "vertexlitgeneric_dx9.cpp"
$File "vertexlitgeneric_dx9_helper.cpp"
$File "common_flashlight_fxc.h"
$File "lightmappedgeneric_dx9_helper.h"
$File "lightmappedgeneric_ps2_3_x.h"
$File "worldtwotextureblend.cpp"
$File "worldvertextransition.cpp"
$File "worldvertextransition_dx8_helper.cpp"
$File "refract.cpp"
$File "refract_dx9_helper.cpp"
$File "water.cpp"
$File "depthwrite.cpp"
//$File "cable_dx9.cpp"
$File "splinerope.cpp"
//$File "eyes.cpp"
$File "eyes_dx9.cpp"
$File "eyes_dx8_dx9_helper.cpp"
$File "eyeball.cpp"
$File "eyeglint_dx9.cpp"
$File "eye_refract.cpp"
$File "eye_refract_helper.cpp"
$File "teeth.cpp"
//$File "sprite.cpp"
$File "sprite_dx9.cpp"
$File "decalmodulate_dx9.cpp"
$File "unlittwotexture_dx9.cpp"
$File "MonitorScreen_dx9.cpp"
$File "shatteredglass.cpp"
$File "windowimposter_dx90.cpp"
$File "engine_post_dx9.cpp"
$File "depthoffield_dx9.cpp"
}
//$Shaders "mapbase_dx9_20b.txt"
//$Shaders "mapbase_dx9_30.txt"
}