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//
// Standard shaders collection
//
// These shaders are compiled as the following shader models:
// _ps20.vcs
// _ps20b.vcs
// _vs20.vcs
//
//example_model_ps20b.fxc
//example_model_vs20.fxc
SDK_Bloom_ps2x.fxc
SDK_screenspaceeffect_vs20.fxc
SDK_bloomadd_ps2x.fxc
SDK_skin_ps20b.fxc
SDK_skin_vs20.fxc
SDK_vertexlit_and_unlit_generic_bump_ps2x.fxc
SDK_vertexlit_and_unlit_generic_bump_ps20b.fxc
SDK_vertexlit_and_unlit_generic_bump_vs20.fxc
SDK_vertexlit_and_unlit_generic_ps2x.fxc
SDK_vertexlit_and_unlit_generic_ps20b.fxc
SDK_vertexlit_and_unlit_generic_vs20.fxc
SDK_cloak_blended_pass_ps2x.fxc
SDK_cloak_blended_pass_vs20.fxc
SDK_emissive_scroll_blended_pass_ps2x.fxc
SDK_emissive_scroll_blended_pass_vs20.fxc
SDK_flesh_interior_blended_pass_ps2x.fxc
SDK_flesh_interior_blended_pass_vs20.fxc
SDK_flashlight_ps2x.fxc
SDK_flashlight_ps11.fxc
SDK_lightmappedgeneric_decal_ps2x.fxc
SDK_lightmappedgeneric_decal_vs20.fxc
SDK_lightmappedgeneric_flashlight_vs11.fxc
SDK_lightmappedgeneric_flashlight_vs20.fxc
SDK_lightmappedgeneric_flashlight_ps2x.fxc
SDK_lightmappedgeneric_lightingonly_overbright2_ps11.fxc
SDK_lightmappedgeneric_lightingonly_vs11.fxc
SDK_lightmappedgeneric_ps20b.fxc
SDK_lightmappedgeneric_ps11.fxc
SDK_lightmappedgeneric_vs20.fxc
SDK_lightmappedreflective_ps2x.fxc
SDK_lightmappedreflective_vs20.fxc
SDK_unlitgeneric_ps2x.fxc
SDK_unlitgeneric_ps11.fxc
SDK_unlitgeneric_vs20.fxc
SDK_vertexlit_lighting_only_ps2x.fxc
SDK_vertexlitgeneric_lightingonly_overbright2_ps11.fxc
SDK_worldtwotextureblend_ps2x.fxc
SDK_WorldVertexTransition_ps2x.fxc
SDK_WorldVertexTransition_vs20.fxc
SDK_refract_ps2x.fxc
SDK_Refract_vs20.fxc
SDK_water_ps2x.fxc
SDK_Water_vs20.fxc
SDK_WaterCheap_ps2x.fxc
SDK_WaterCheap_vs20.fxc
SDK_depthwrite_ps2x.fxc
SDK_depthwrite_vs20.fxc
//SDK_cable_ps2x.fxc
//SDK_cable_vs20.fxc
SDK_splinerope_ps2x.fxc
SDK_splinerope_vs20.fxc
SDK_eye_refract_ps2x.fxc
SDK_eye_refract_vs20.fxc
SDK_eyes_flashlight_vs20.fxc
SDK_eyes_flashlight_ps2x.fxc
SDK_eyes_ps2x.fxc
SDK_eyes_vs20.fxc
SDK_eyeglint_ps2x.fxc
SDK_eyeglint_vs20.fxc
SDK_teeth_ps2x.fxc
SDK_teeth_vs20.fxc
SDK_teeth_bump_ps2x.fxc
SDK_teeth_bump_vs20.fxc
SDK_teeth_flashlight_ps2x.fxc
SDK_teeth_flashlight_vs20.fxc
SDK_sprite_ps2x.fxc
SDK_sprite_vs20.fxc
SDK_decalmodulate_ps2x.fxc
Merged dev changes 9/28/2019 - 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 - View ID nodraw keyvalue + reflective glass view ID fix - CopyAnimationDataFrom expansion (more variables copied) - Fixed pre-Mapbase env_projectedtextures not updating after loading a save - Fixed(?) player companion grenade throwing being interrupted - Added convars for secondary and NPC shotgun pellet amounts - NPC fade distance/scale transfers to its ragdoll - Made node graph rebuild occur sooner after map load - Added option to disable "node graph out of date" message - Fixed ent_fire delay (decimals discarded before) - "SetFilter" on func_clip_vphysics - Fixed func_tank zero barrel (untested) - Fixed npc_turret_ground parenting fix - Added toggle-able weapon_crossbow experimental hit location code - Fixed ally grenades being considered Combine grenades - Added SDK_MonitorScreen and SDK_UnlitTwoTexture - Updated README - Added !activator/!caller support to logic_collision_pair - Fixed ortho not working in script_intro - Added Nbc66's closed captioning language fix - Applied fade fix to server ragdolls - Added combine_mine friend/foe filters - Fixed env_starfield pausing - Reworked PickupWeapon/Item inputs - Fixed context response system $ usage - Fixed env_break_shooter velocity/speed - Made func_breakable "Spawn on break" support other entities - Fixed OnThrowGrenade > point_entity_replace blip - Added mapname to logic_externaldata - Added "Random Template" to point_template - Added "Use LOS" to trigger_look - Added flags based on L4D(2) to trigger_playermovement - Added npc_combine_s "Alternate Capable" keyvalue that enables both grenades and alt-fire at the same time regardless of elite status - Fixed npc_combine_s DropGrenade input - Miscellaneous code and comment changes
2019-09-28 22:56:52 +00:00
SDK_decalmodulate_vs20.fxc
SDK_unlittwotexture_ps2x.fxc
SDK_unlittwotexture_vs20.fxc
Mapbase v3.1 - Fixed filter_damage_mod blocking all damage which doesn't match the secondary filter regardless of secondary filter mode - Fixed impulse 101 and other give-related commands leaving behind weapons with occupied slots - Fixed a crash with scripted_sound's PlaySoundOnEntity when the entity doesn't exist - Added OnSoundFinished output to ambient_generic - Added the ability to use custom models/nuggets with item_grubnugget - Fixed a crash with citizen medics healing nonexistent targets - Added "SetDistLook" and "SetDistTooFar" inputs for NPCs, allowing manual adjustment of NPC sight distance - Added keyvalue and input to env_microphone for utilizing a different audio channel - Added "SetPitchScale" input to env_microphone - Fixed info_player_view_proxy not using angles - Fixed dirt variant elite model not being recognized as elite - Made headcrab hints properly register the start of use (for hint outputs) - Made RPG use a more realistic firing rate for NPCs which aren't constrained by slow RPG animations, like soldiers - Added spawnflag for func_breakable_surf to correctly play the break sound - Added keyvalue for using cheaper warn sound code for combine_mines - Added "OnSpawnNPC" output for npc_combinedropship when it spawns a soldier, rollermine, or strider - Added signal gesture activities - Fixed stunstick not using metrocop knockout/stun code correctly - Fixed a possible crash involving a NPC's weapon being removed during alt-fire - Fixed(?) flashlight shadow filters - Added support for multiple look entities in trigger_look - Added npc_metropolice alt-firing - Fixed npc_metropolice using pistol burst firing on weapon_357 - Fixed npc_metropolice not deploying manhacks/throwing grenades in standoffs - Fixed npc_metropolice not recognizing some crouch activities correctly - Changed weapon_357 so it runs a tracer each shot from NPCs - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass - Added "SetSpeedModifier" to NPCs, based on 1upD's shadow walker code - Made game_convar_mod much more reliable - Fixed non-mirrored npc_turret_lab refusing to die - Made npc_turret_lab use SMG1 ammo instead of AR2 ammo - Fixed block LOS brushes sometimes not working with players (and possibly similar issues) - Raised maximum renderable entities from 4096 to 16384, based on ficool2's limit research - Added SDK_ShatteredGlass, a Mapbase version of ShatteredGlass. Can display parallax corrected cubemaps from its unbroken form - Fixed VBSP breaking func_breakable_surf, etc. when using parallax corrected cubemaps - Raised maximum VBSP entities from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP worldlights from 8192 to 65536, based on ficool2's limit research - Raised maximum VBSP overlays from 512 to 8192, based on ficool2's limit research - Other misc. fixes
2020-05-02 02:06:02 +00:00
SDK_monitorscreen_ps2x.fxc
SDK_ShatteredGlass_ps2x.fxc
SDK_ShatteredGlass_vs20.fxc