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

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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|2}}.}}
 
== Features ==
 
New since the {{portal2branch|2}} is:
 
; 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 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.]
; [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 {{ent|LightmappedGeneric}}
: 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.
; [[Static_Prop_Combine|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|[[User:Celisej|Celisej]]: soon add more.}}
 
== Availability ==
* {{csgo|4}}
* {{Insurgency|4}} (earlier version)
* {{Doi|4}} (earlier version)
* {{p2ce|4}}
* {{jbep3|4}}
 
Source code for this branch is '''not''' available. However, authoring tools exist for custom content.
* {{Game link|Counter-Strike: Global Offensive Authoring Tools}}
 
{{Branch-navbox}}
[[Category:Counter-Strike: Global Offensive]]

Revision as of 23:48, 1 August 2022

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