Counter-Strike: Global Offensive engine branch: Difference between revisions
Jump to navigation
Jump to search
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
.
(It's not new with csgo) |
Deprecated (talk | contribs) (Revamped features and game availability, added Insurgency and DOI to the list of games) |
||
Line 1: | Line 1: | ||
The '''Counter-Strike: Global Offensive''' | 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]]. | ||
{{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}}.}} | |||
== Features == | == Features == | ||
Line 5: | Line 7: | ||
New since the Portal 2 branch is: | New since the Portal 2 branch is: | ||
; Real- | ; Real-time dynamic shadows | ||
: | : {{ent|env_cascade_light}} provides dynamic, high-resolution cascade shadow mapping for the outdoor light of {{ent|light_environment}}. | ||
; | ; Lightmapped Ambient Occlusion | ||
: | : [[VRAD]] can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism. | ||
; [[ | ; [[$bumpmap|Bump mapped]] [[decals]] | ||
: | : {{ent|LightmappedGeneric}} decals now support bump maps. | ||
====Newer Features==== | |||
; [[Phong]] reflections on Lightmapped materials | |||
: <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] | |||
: 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. | ||
; [[ | ; Bump map blending for [[LightmappedGeneric]] | ||
: | : Two bump maps can now be blended together for high-frequency and low-frequency bumpmap variation on the <code>LightmappedGeneric</code> shader. | ||
; [[Lightmapped_4WayBlend | ; [[Lightmapped_4WayBlend]] | ||
: | : A displacement shader that can blend four different materials together by luminance. | ||
; [[Static_Prop_Combine|Prop combining]] | |||
: | : [[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.}} | |||
; Other improvements | |||
: {{todo|Document these, this is just the tip of the iceberg.}} | |||
== Availability == | == Availability == | ||
* {{Game link|Counter-Strike: Global Offensive}} | * {{Game link|Counter-Strike: Global Offensive}} | ||
* {{Game link|Insurgency}} (earlier version) | |||
* {{Game link|Day of Infamy}} (earlier version) | |||
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 18:33, 28 August 2020
The Counter-Strike: Global Offensive 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 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 bump mapped 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 combining
- 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.
- Other improvements
- Todo: Document these, this is just the tip of the iceberg.
Availability
Counter-Strike: Global Offensive
Insurgency (earlier version)
Day of Infamy (earlier version)
Source code for this branch is not available. However, authoring tools exist for custom content.