Counter-Strike: Global Offensive engine branch: Difference between revisions
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Note:This engine branch has been upgraded over time, so some games or mods on this engine branch may not have all of these features. Many features are exclusive to
Counter-Strike: Global Offensive.
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Kestrelguy (talk | contribs) m (minor formatting changes) |
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The | {{lang|{{PAGENAME}}}} | ||
The {{csgobranch|4}} was introduced in 2012 with the release of {{csgo|4}}. It is the latest Source 1 engine branch available and succeeds the {{portal2branch|4}}. | |||
{{Note|This engine branch has been upgraded over time, so some games or mods on this engine branch may not have all of these features. Many features are exclusive to {{csgo}}.}} | {{Note|This engine branch has been upgraded over time, so some games or mods on this engine branch may not have all of these features. Many features are exclusive to {{csgo|2}}.}} | ||
== Features == | == Features == | ||
New since the | New since the {{portal2branch|2}} is: | ||
; Real-time dynamic shadows | ; Real-time dynamic shadows | ||
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; [[Phong]] reflections on Lightmapped materials | ; [[Phong]] reflections on Lightmapped materials | ||
: <code>LightmappedGeneric</code> and {{ent|WorldVertexTransition}} now support diffuse Phong reflections. | : <code>LightmappedGeneric</code> and {{ent|WorldVertexTransition}} now support diffuse Phong reflections. | ||
; [http://counter-strike.net/workshop/workshopmaps#normal_mapped Vertex lighting for | ; [http://counter-strike.net/workshop/workshopmaps#normal_mapped Vertex lighting for bumpmapped static props] | ||
: Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive [http://counter-strike.net/workshop/workshopmaps#static_prop better lighting.] | : Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive [http://counter-strike.net/workshop/workshopmaps#static_prop better lighting.] | ||
; [http://counter-strike.net/workshop/workshopmaps#anisotropic Anisotropic reflection emulation] | ; [http://counter-strike.net/workshop/workshopmaps#anisotropic Anisotropic reflection emulation] | ||
: Brush shaders can now emulate anisotropic specular reflections using new parameters. | : Brush shaders can now emulate anisotropic specular reflections using new parameters. | ||
; Bump map blending for | ; Bump map blending for {{ent|LightmappedGeneric}} | ||
: Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the <code>LightmappedGeneric</code> shader. | : Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the <code>LightmappedGeneric</code> shader. | ||
; | ; {{ent|Lightmapped_4WayBlend}} | ||
: A displacement shader that can blend four different materials together by luminance. | : A displacement shader that can blend four different materials together by luminance. | ||
; [[Static_Prop_Combine|Prop | ; [[Static_Prop_Combine|Prop combination]] | ||
: [[VBSP]] now supports combining selected static props during map compilation, increasing performance and lowering draw calls. | : [[VBSP]] now supports combining selected static props during map compilation, increasing performance and lowering draw calls. | ||
; Increased engine and compilier limits | ; Increased engine and compilier limits | ||
: The engine now supports more entities, more models and more displacements. | : The engine now supports more entities, more models and more displacements. | ||
: {{note|Document all of the increased limits.}} | : {{note|Document all of the increased limits.}} | ||
; New | ; New first-person weapon lightning. | ||
: | : First-person weapon view now support more detailed lighting | ||
; Other improvements | ; Other improvements | ||
: {{todo|Document these, this is just the tip of the iceberg.}} | : {{todo|Document these, this is just the tip of the iceberg.}} | ||
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== Availability == | == Availability == | ||
* {{ | * {{csgo|4}} | ||
* {{ | * {{Insurgency|4}} (earlier version) | ||
* {{ | * {{Doi|4}} (earlier version) | ||
* {{p2ce|4}} | |||
Source code for this branch is '''not''' available. However, authoring tools exist for custom content. | Source code for this branch is '''not''' available. However, authoring tools exist for custom content. |
Revision as of 15:19, 6 May 2022
The CS:GO engine branch was introduced in 2012 with the release of
Counter-Strike: Global Offensive. It is the latest Source 1 engine branch available and succeeds the
Portal 2 engine branch.


Features
New since the Portal 2 engine branch is:
- Real-time dynamic shadows
- env_cascade_light provides dynamic, high-resolution cascade shadow mapping for the outdoor light of light_environment.
- Lightmapped Ambient Occlusion
- VRAD can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism.
- Bump mapped decals
- LightmappedGeneric decals now support bump maps.
Newer Features
- Phong reflections on Lightmapped materials
LightmappedGeneric
and WorldVertexTransition now support diffuse Phong reflections.- Vertex lighting for bumpmapped static props
- Static props with bump maps can now receive vertex lighting, better blending them into the environment. All static props also now receive better lighting.
- Anisotropic reflection emulation
- Brush shaders can now emulate anisotropic specular reflections using new parameters.
- Bump map blending for LightmappedGeneric
- Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the
LightmappedGeneric
shader. - Lightmapped_4WayBlend
- A displacement shader that can blend four different materials together by luminance.
- Prop combination
- VBSP now supports combining selected static props during map compilation, increasing performance and lowering draw calls.
- Increased engine and compilier limits
- The engine now supports more entities, more models and more displacements.
Note:Document all of the increased limits.
- New first-person weapon lightning.
- First-person weapon view now support more detailed lighting
- Other improvements
- Todo: Document these, this is just the tip of the iceberg.
- Todo: Celisej: soon add more.
Availability
Counter-Strike: Global Offensive
Insurgency (earlier version)
Day of Infamy (earlier version)
Portal 2: Community Edition
Source code for this branch is not available. However, authoring tools exist for custom content.