93 lines
2.3 KiB
Plaintext
Raw Normal View History

//
// 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
SDK_monitorscreen_ps2x.fxc