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
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Deprecated (talk | contribs) (Revamped features and game availability, added Insurgency and DOI to the list of games) |
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: 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. | |||
: Firstperson 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.}} | ||
: {{todo|[[User:Celisej|Celisej]]: soon add more.}} | |||
== Availability == | == Availability == |
Revision as of 07:06, 21 August 2021
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.
- New firstperson weapon lightning.
- Firstperson 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)
Source code for this branch is not available. However, authoring tools exist for custom content.