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

From Valve Developer Community
Jump to navigation Jump to search
(→‎Features: Add features to the list)
(It's not new with csgo)
Line 19: Line 19:
; Improved [[vbsp|VBSP]]
; Improved [[vbsp|VBSP]]
: With larger limits for almost types of entities
: With larger limits for almost types of entities
; DirectX 9ex support
 
: {{todo|Add description about what it changes}}


== Availability ==
== Availability ==

Revision as of 13:03, 3 August 2020

The Counter-Strike: Global Offensive Engine Branch was introduced with Counter-Strike: Global Offensive Counter-Strike: Global Offensive in 2011. It succeeds the Portal 2 engine branch.

Features

New since the Portal 2 branch is:

Real-Time outdoor shadow mapping using the env_cascade_light entity
Similar to env_projectedtexture, used to render harsh, dynamic outdoor shadows
Light-mapped Ambient Occlusion
Used to create Ambient Occlusion on Brushes/Displacements
Phong shading on Brushes (added 29 April 2015)
Allows for the addition of Phong highlights on brushes lit by environment light
Anisotropic reflection emulation
Used on cubemaps to emulate anisotropic reflections
Normal Map blending
Used to blend together multiple normal maps
4-Way Blended materials
Allows for up to 4 materials to be blended into each other on displacements
Improved VBSP
With larger limits for almost types of entities


Availability

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