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Entity list, graphical changes
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b6b2139147
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7eafaa4b75
@ -19,7 +19,7 @@ Remember: **I/O/KV** stands for **Inputs, Outputs, KeyValues**.
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There is most likely some information missing or miscellaneous stuff left out, but this should be the most comprehensive list available.
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| Entity Name | Status | Summary |
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| :------------- |----------------------------------:| :----- |
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| :------------- |:-------------:| :----- |
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| ai_ally_manager | <!---Stock--> :heavy_minus_sign: | |
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| ai_battle_line | <!---Stock--> :heavy_minus_sign: | |
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| ai_changehintgroup | <!---Obsolete--> :o2: | Deprecated by "SetHintGroup" input and point_entity_finder/point_advanced_finder with filter_activator_keyfield. |
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@ -4,8 +4,8 @@ Well, it's true. We don't focus on graphical changes and almost all of them can
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### Projected Textures
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---
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There should be a ! here at the beginning of the line below, but the image is just too big. I'll put together a single image with everything relevant soon:
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[mapbase_demo010391.jpg](https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg)
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<img src="https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg" width="384" />
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<img src="https://bitbucket.org/repo/z8pz97a/images/2031199010-mapbase_demo010391.jpg" width="384" />
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Mapbase's projected textures are one messy mix of Insolence's ASW projected textures, City 17: Episode One's projected textures, the VDC fixes, and Mapbase's own adjustments. Thank Insolence the most for these improvements.
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Up to 4 projected textures can be active at one time, including the player's flashlight, but you could use the "-numshadowtextures" launch parameter before starting the game to set the projected texture limit, based on the Gmod launch parameter of the same name.
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