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Combined display of all available logs of Valve Developer Community. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 10:59, 30 June 2025 Clash talk contribs created page Help:Ru/Cleanup (Russian page)
- 09:33, 30 June 2025 Nescius talk contribs blocked OdstGamingEternalyt talk contribs from the namespace (Main) with an expiration time of 2 weeks (autoblock disabled) (continues unwanted edits)
- 08:21, 30 June 2025 MrFunreal talk contribs created page User:MrFunreal/Sandbox (Created page with "{{Metanotice | hex = #ff00ff | id = | textstyle = font-family:monospace; | style = border:1px solid currentcolor; | text = This is a test page for edits I want to do ''eventually'', without having to have a half baked page because i don't have enough time to edit it on one sitting. Or whatever possible reason i might have.<br> Assume the data on this page to not be fully fleshed out for as long as it remains here. }} ==L4D2 Detail sprites== {{l4d2|4}} has three differen...")
- 07:55, 30 June 2025 GuestSneezePlayz talk contribs created page Talk:Clustered rendering (Created page with "I might create a guide on implementing a clustered renderer to Source SDK 2013 soon. ~~~~")
- 03:06, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Cubes (Portal 2) (Redirected page to Zh/prop weighted cube) Tag: New redirect
- 03:05, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Diversity Vent (Created page with "{{LanguageBar|Diversity Vent|title=气动分拣通风口}} {{lang|Diversity Vent}} '''气动分拣通风口'''是游戏中较少使用的测试元素,仅在"幕后"主题章节中出现(剧透警告:通风口破裂导致你和Wheatley被吸入)。不过相关建造工具仍然可用。它们属于'''重要设备通风系统'''的组成部分,是《传送门2》中的装饰元素,遍布光圈科技用于输送物品,如{{L|cubes (Portal 2)|立方体}}、{{L|...")
- 03:02, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Security Camera (Created page with "{{LanguageBar|Security Camera|title=安全摄像头}} {{Underlinked|date=January 2024}}{{p2 topicon}}{{source topicon}} {{langsp|Security Camera}} right|thumb|150px|时刻监视中。 {{portal2}} '''监控摄像头'''存在于光圈科技测试室内。'''监控摄像头'''是一种{{L|NPC}}实体,会自动追踪玩家在房间内的位置,其功能类似于初代{{Portal}}中的摄像头。与初代不同,{{Portal2}}的摄像头不再需要{{e...")
- 03:00, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Test Sign (Created page with "{{LanguageBar|Test Sign|title=测试室标识}} 测试室标识是《传送门2》中用于向玩家展示当前关卡包含的元素类型和关卡进度(当前关卡数/总关卡数)的工具。 {{bug|hidetested=1|Steam创意工坊地图中的标识可能无法准确反映测试元素使用情况、数量或进度,特别是当从队列中删除地图时。}} {{bug|hidetested=1|如果Steam创意工坊地图队列超过99个,大数字将仅显示最后一位。}...")
- 02:59, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/LOD (Redirected page to Zh/Level of detail) Tag: New redirect
- 02:59, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Level of detail (Created page with "{{LanguageBar|Level of Detail|title=细节层级(LOD)}} '''细节层级'''('''Level of Detail''',简称'''LOD''')是通过为{{L|models}}准备多个低精度版本,在物体较远/较小时切换显示的技术原理。这能以适度增加内存/磁盘空间为代价,显著节省不必要的运算资源。 模型LOD会立即切换。需注意您的LOD切换时不要产生视觉噪点,这会分散注意力。在{{L|Water Hazard}} {{hl2}}中的某些树...")
- 02:57, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Pumping Station (Created page with "{{lang|Pumping Station|title=泵站}} == 凝胶泵 == thumb|right|300px|演示视频: http://www.youtube.com/watch?v=MWi5028qsK8 凝胶泵是《传送门2》地下区域的标志性场景元素。<br> 它们的作用是将凝胶从地下储层泵送到设施的其他区域。这些泵站易于建造,如果使用得当,能为地图增添氛围和特色。该预制件包含一组管道及相应音效,对于想在自己地图中实...")
- 02:55, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/List of Portal 2 Levels (Created page with "{{LanguageBar|List of Portal 2 Levels|title=传送门2关卡列表}} {{Dead end|date=January 2024}} {{toc-right}} == 单人模式 == ===第一幕(第一章)=== *{{code|preset=2|sp_a1_intro1}} *{{code|preset=2|sp_a1_intro2}} *{{code|preset=2|sp_a1_intro3}} *{{code|preset=2|sp_a1_intro4}} *{{code|preset=2|sp_a1_intro5}} *{{code|preset=2|sp_a1_intro6}} *{{code|preset=2|sp_a1_intro7}} *{{code|preset=2|sp_a1_wakeup}} ===第二幕(第二到五章)=== *{{code|preset=2|sp_a2_...")
- 02:43, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/List of Portal entities (Created page with "{{LanguageBar|Portal - List of Entities|title=传送门 - 实体列表}} {{back | Portal Level Creation|传送门关卡创建}} {{DISPLAYTITLE: 传送门 - 实体列表}} {{toc-right}} == {{L|Base.fgd/Portal|base.fgd}} == 参见{{L|List of base entities|基础实体列表}} == {{L|Half Life 2.fgd|halflife2.fgd}} == 参见{{L|List of HL2 entities|半条命2实体列表}} == {{L|portal.fgd}} == {{ColumnBox|count=4| '''env - 环境类''' * {{L|env_lightrail_endpoint}} *...")
- 02:37, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/List of base entities (Created page with "{{LanguageBar|List of Entities|title=实体列表}} {{ColumnBox|count=4| '''ai - AI类''' * {{L|ai_speechfilter}} * {{L|aiscripted_schedule}} '''ambient - 环境类''' * {{L|ambient_generic}} '''color - 颜色类''' * {{L|Color correction (entity)|color_correction}} * {{L|color_correction_volume}} '''cycler - 循环类''' * {{L|cycler}} '''env - 环境类''' * {{L|env_beam}} * {{L|env_beverage}} * {{L|env_blood}} * {{L|env_bubbles}} * {{L|env_credits}} * {{L|env_cubemap...")
- 02:26, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop sphere (Created page with "{{Ent not in fgd}} {{CD|CPhysSphere|file1=props.cpp}} {{this is a|模型实体|name=prop_sphere|engine=Source}} 这是一个本质上等同于{{L|prop_physics}}的实体,但具有完美的球形{{L|VPhysics}}碰撞模型(半径12单位)。如果您需要创建球形实体,使用prop_sphere远比尝试创建球形{{L|collision mesh|碰撞网格}}要高效得多! {{tip|半条命2中唯一的球形模型是<code>models\combine_helicopter\helicopter_bomb01.mdl</co...")
- 02:23, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/List of Portal 2 Entities (Created page with "{{lang|List of Portal 2 Entities|title=''传送门2''—实体列表}}{{p2 topicon}} {{back | 传送门2关卡创建}} __NOTOC__ {{todo|本页面内容不准确,因为并非所有列在base/HL2/Portal页面上的实体都存在于传送门2中,应更改为仅列出传送门2特有的实体(检查dumpentityfactories)。此外或许应该删除按FGD文件分类的部分,因为这种分类方式实用性不高。}} == {{src}}{{L|Base.fgd/Portal 2|base.fgd}} ==...")
- 02:09, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Point servercommand (Created page with "__NOTOC__ {{CD|CPointServerCommand|file1=client.cpp}} {{this is a|逻辑实体|name=point_servercommand}} 该实体用于向服务器控制台发送命令。只需将其放置在地图中并触发Command输入即可使用,参数应为要执行的精确{{L|console command|控制台命令}}或要修改的{{L|console variable|控制台变量}}。{{confirm|可以使用任何未标记为作弊或隐藏的ConCommands/ConVars。}} {{note|由于滥用风险较高,该实体...")
- 02:06, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Thermal Discouragement Beam (Created page with "{{LanguageBar|Thermal Discouragement Beams|title=热能阻隔光束(激光)}} {{P2 topicon}} thumb|right|300px|《传送门2》中的激光 热能阻隔光束(或称'''激光''')是{{Portal2|4}}中的解谜元素。激光从发射器射出,可用于触发接收器并摧毁{{L|npc_portal_turret_floor|炮塔}}。和其他测试元素一样,激光可通过传送门延伸。玩家接触激光会...")
- 02:02, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Projected tractor beam entity (Created page with "{{LanguageBar|projected_tractor_beam_entity}} {{P2 topicon}} thumb|right|300px|prop_tractor_beam发射的projected_tractor_beam_entity {{ent not in fgd}} {{this is a|点实体|name=projected_tractor_beam_entity|game=传送门2}} 这是由{{L|prop_tractor_beam}}创建的实际牵引效果。直接放置在地图中的实体行为类似于通过{{L|prop_tractor_beam}}生成的版本,只是没有发射器模型且没有推/拉力。<br>...")
- 01:58, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/LOS (Redirected page to Zh/Line of sight) Tag: New redirect
- 01:58, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Thermal Discouragement Beams (Redirected page to Zh/Thermal Discouragement Beam) Tag: New redirect
- 01:57, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Excursion funnels (Redirected page to Zh/prop tractor beam) Tag: New redirect
- 01:56, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hard light surface (Redirected page to Zh/Hard Light) Tag: New redirect
- 01:56, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Projected wall entity (Created page with "{{LanguageBar|projected_wall_entity}} right|thumb|从prop_wall_projector发射的projected_wall_entity游戏截图 {{this is a|点实体|game=Portal 2|name=projected_wall_entity}} 这是由<code>{{L|prop_wall_projector}}</code>创建的{{L|Hard light surface|强光桥}}实体。直接放置在地图中的实体行为与通过<code>prop_wall_projector</code>生成的完全一致,只是没有发射器模型。 {{ACategory|Point entities...")
- 01:55, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hard Light Surface (Redirected page to Zh/Hard Light) Tag: New redirect
- 01:54, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop wall projector (Created page with "{{LanguageBar|prop_wall_projector|title=墙壁投影器实体}} right|thumb|prop_wall_projector的游戏内截图 {{this is a|模型实体|game=传送门2|name=prop_wall_projector}} 这是一个能发射{{L|Hard Light Surface|强光桥}}(<code>{{L|projected_wall_entity}}</code>)的模型。 {{Bug|强光桥不会预缓存'projected_wall_impact'粒子效果,首次启用时会导致卡顿。在地图中任意位置放置一个设置为该...")
- 01:52, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hard Light (Created page with "{{subst:#if: Translation of 'Hard Light' to '中文' via Template:LanguageBar buttons {{LanguageBar|Hard Light|title=强光桥}} {{p2 topicon}} thumb|right|300px|《传送门2》中的强光桥 {{portal2}} '''强光桥'''是{{Portal2|3}}中的解谜元素。它...")
- 01:49, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Fling (Portal 2) (Redirected page to Zh/Fling) Tag: New redirect
- 01:46, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop exploding futbol spawner (Created page with "{{LanguageBar|prop_exploding_futbol_spawner}} {{Ent not in game}} thumb|{{L|prop_exploding_futbol_spawner}}的游戏截图,展示其生成的{{L|prop_exploding_futbol}} {{this is a|点实体|game=传送门2|name=prop_exploding_futbol_spawner}} 这是{{L|prop_exploding_futbol|炸弹}}的未使用生成器,最终成为游戏中的炸弹。由于无法被拾取,使得该生成器基本无用。 该实体在当前版本的...")
- 01:44, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Integer choices (Redirected page to Zh/Integer) Tag: New redirect
- 01:43, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Byte choices (Redirected page to Zh/Byte) Tag: New redirect
- 01:41, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Bool (Redirected page to Zh/Boolean) Tag: New redirect
- 01:39, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Byte (Created page with "{{Source topicon}} {{LanguageBar|byte|title=字节}} {{w|byte|字节}}由八个{{w|bits|比特}}组成,相当于一个{{L|char}}的大小。千字节(KB)为1024字节,兆字节(MB)为1024千字节,吉字节(GB)为1024兆字节,以此类推。 字节是内存分配的最小单位。即使是{{L|bool}}也占用一个字节(因此{{L|BitVec}}有其优势{{clarify}})。 * 在{{goldsrc|4}}和{{src|4}}引擎中,{{code|byte}}是{{code|unsigned char}}的类型定义...")
- 01:37, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Render Modes (Redirected page to Zh/Render modes) Tag: New redirect
- 01:36, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Render effects (Created page with "{{LanguageBar|Render effects|title=渲染特效}} {{tabsBar|main=gs|base=render effects}} {{screenshot}} 渲染特效({{code|renderfx}})键值可选参数: {{bug|hidetested=1|在{{csgo|4.1}}中0-10的alpha特效因代码错误不可用。}} :*'''0:''' 无特效 :*'''1:''' 慢速脉动(1.5秒内alpha值±16波动) :*'''2:''' 快速脉动(0.4秒内alpha值±16波动) :*'''3:''' 慢速宽幅脉动(1.5秒内alpha值±64波动) :*'''4:''' 快速宽幅脉动(0.4秒内alpha...")
- 01:29, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Goldsource (Redirected page to Zh/GoldSrc) Tag: New redirect
- 01:29, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Opacity (Created page with "{{LanguageBar|Opacity|title=不透明度}} {{Underlinked|date=January 2024}} '''不透明度'''表示物体的透明程度。 当物体完全'''不透明(opaque)'''时,你将无法看穿它。 不透明度通常由'''0'''到'''255'''的数值定义,其中'''0'''表示完全透明(invisible),'''255'''表示完全不透明(opaque)。值为'''128'''时则表示约半透明(translucent)。 在{{L|Source|起源引擎}}和{{L|Goldsource|金源引擎}}中使用半透...")
- 01:29, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/$alphatest (Created page with "{{LanguageBar|$alphatest|title=$alphatest}} {{this is a|着色器参数|name=$alphatest}} 该参数指定用于确定二元{{L|opacity|不透明度}}的遮罩。白色表示完全不透明,黑色表示完全透明。介于两者之间的值会被四舍五入为0或1,除非同时使用<code>$allowalphatocoverage</code>。此效果类似于<code>{{L|$translucent}}</code>,区别在于它不能呈现半透明状态(否则会出现{{w|Colour banding|色带}}),渲染...")
- 01:25, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Render modes (Created page with "{{LanguageBar|Render modes|title=渲染模式}} {{tabsBar|main=gs|base=render modes}} 这些是{{L|Source|起源引擎4}}中所有的渲染模式。 == 描述 == thumb|250px|左侧使用''Additive''模式的精灵会穿透灯具模型,而右侧使用''World Space Glow''模式的精灵只有未被遮挡时才会渲染 在{{L|Source|起源引擎}}中,''渲染模式''({{mono|rendermode}})键值控制实体的外观...")
- 01:24, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Render Mode (Redirected page to Zh/Render modes) Tag: New redirect
- 01:21, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop glass futbol spawner (Created page with "{{LanguageBar|prop_glass_futbol_spawner}} thumb|{{L|prop_glass_futbol_spawner}}的游戏截图,展示其生成的{{L|prop_glass_futbol}} {{this is a|点实体|game=传送门2|name=prop_glass_futbol_spawner}} ==实体描述== 玻璃球生成装置。该实体在正式版游戏中未被使用,很可能是测试版的遗留内容。 此生成器可生成高度易碎的玻璃球,这些球可被拾取和投掷。如果需要,...")
- 01:18, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Point futbol shooter (Created page with "{{LanguageBar|point_futbol_shooter|title=炸弹发射器实体}} {{this is a|点实体|game=传送门2|name=point_futbol_shooter}} ==实体描述== 该实体用于向目标实体发射{{L|prop_exploding_futbol|炸弹}}(在游戏结局中出现)。 目标实体只能通过输入设置。 ==Keyvalues== {{KV|Launch speed|float|炸弹发射速度。}} {{KV Targetname}} {{KV Parentname}} {{KV Angles}} ==Inputs== {{I|SetTarget|设置新的发射目标|param=string}} {{I|Sh...")
- 01:16, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Point template (Created page with "{{LanguageBar|point_template|title=点模板实体}} {{CD|CPointTemplate|file1=1}} frameless|link=frameless|link={{this is a|点实体|name=point_template}} == 实体描述 == {{L|point_template}} 将{{L|entity|实体}}或实体集合转换为可多次实例化的模板。激活时(<tt>ForceSpawn</tt>),会按照创建时的相对位置生成模板中的实体。如果<code>point_template</code>未被移...")
- 01:13, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop exploding futbol (Created page with "{{LanguageBar|prop_exploding_futbol|title=prop_exploding_futbol(炸弹实体)}} {{CD|???|base=CPhysicsProp}} {{this is a|模型实体|game=Portal 2|name=prop_exploding_futbol}} 创建一个会在接触任何固体物体时爆炸的炸弹。这些在战役后期使用,它们要么从{{L|point_template}}生成(用于炸弹投放器),要么从{{L|point_futbol_shooter}}发射(用于Wheatley的战斗)。 ==Keyvalues== {{KV Targetname}} {{KV|Explode on touch|intn=...")
- 01:11, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop glass futbol (Created page with "{{LanguageBar|prop_glass_futbol|title=prop_glass_futbol(玻璃足球实体)}} {{this is a|点实体|game=Portal 2|name=prop_glass_futbol}} {{stub}} thumb|{{L|prop_glass_futbol_spawner}}生成玻璃足球的游戏中截图 ==实体描述== 这是{{L|prop_exploding_futbol}}的玻璃版,更加脆弱。目前游戏中未使用。可由{{L|prop_glass_futbol_spawner}}生成。 与普通版本不同,这个不会爆炸,且可以被...")
- 01:09, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop paint bomb (Created page with "{{LanguageBar|Prop paint bomb}} {{this is a|点实体|game=传送门2|name=prop_paint_bomb}} 这是一个会在撞击时爆炸的油漆炸弹。 {{paintinmap}} {{bug|hidetested=1|未设置<code>model</code>键值的油漆炸弹每次生成时都会在控制台显示警告信息。可以将其设置为任意有效模型(如已加载的<code>error.mdl</code>),该模型实际上不会被渲染或使用。}} {{note|油漆炸弹使用pr...")
- 01:07, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop tractor beam (Created page with "{{LanguageBar|prop_tractor_beam|title=牵引光束}} {{p2 topicon}} {{CD|???|base=CBaseAnimating}} thumb|right|300px|《传送门2》中的偏移漏斗。 {{this is a|模型实体|name=牵引光束|game=传送门2}}<br> 这是一个会发射<code>{{L|projected_tractor_beam_entity}}</code>的模型。<br> 偏移漏斗是《传送门2》中的解谜元素,工作原理类似牵引光束。 当物体(如{{L|Npc_portal_turret_floor|炮塔...")
- 01:05, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Excursion Funnel (Redirected page to Zh/Prop tractor beam) Tag: New redirect
- 01:02, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Angle (Redirected page to Zh/QAngle) Tag: New redirect
- 00:53, 30 June 2025 WoShiGeNiCheng talk contribs created page Zh/Scripts (Created page with "{{LanguageBar|Scripts|title=Scripts}} {{disambig}} '''脚本'''是引擎加载用于配置特定功能的文本文件。它们可以被各个游戏、模组或地图修改。大多数脚本使用{{L|KeyValues}}格式,通常存放在<code>scripts</code>文件夹或其子文件夹中。 这里的"脚本"可能指: * {{L|VScript}} - 用于运行外部脚本语言 {{since|{{l4d2}}}} * {{L|Soundscripts}} * {{L|Soundscapes}} * {{L|Weapon script}} {{todo|其他涉及文...")