Counter-Strike: Global Offensive engine branch: Difference between revisions

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The '''Counter-Strike: Global Offensive''' engine branch was introduced in 2012 with the release of {{Game link|Counter-Strike: Global Offensive}}. It is the latest Source 1 engine branch available and succeeds the [[Portal 2 (engine branch)|Portal 2 engine branch]].
{{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 Portal 2 branch is:
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 bump mapped static props]
; [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 [[LightmappedGeneric]]
; 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.
; [[Lightmapped_4WayBlend]]
; {{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 combining]]
; [[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 firstperson weapon lightning.
; New first-person weapon lightning.
: Firstperson weapon view now support more detailed lighting
: 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 ==
* {{Game link|Counter-Strike: Global Offensive}}
* {{csgo|4}}
* {{Game link|Insurgency}} (earlier version)
* {{Insurgency|4}} (earlier version)
* {{Game link|Day of Infamy}} (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

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The CS:GO engine branch CS:GO engine branch was introduced in 2012 with the release of Counter-Strike: Global Offensive Counter-Strike: Global Offensive. It is the latest Source 1 engine branch available and succeeds the Portal 2 engine branch Portal 2 engine branch.

Note.pngNote: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 Counter-Strike: Global Offensive.

Features

New since the Portal 2 engine branch 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.pngNote: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

Source code for this branch is not available. However, authoring tools exist for custom content.