Orange Box (engine branch)
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 The Source 2007 engine branch, also known as The Orange Box engine branch, was released in 2007 with the release of 
 The Orange Box (
, 
, and 
), succeeding the Source 2006 engine branch. It was maintained side-by-side with the 
 Left 4 Dead engine branch until 2010, when it was obsoleted by the release of the 
 Alien Swarm engine branch. Despite this, the 
 Source 2013 and 
 Source 2013 Multiplayer branches were released in 2013 as more direct upgrades for these games.
The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work.
Versions
There are three Orange Box branches, referred to in the SDK Launcher as 
 Source 2007, 
 Source 2009, and 
 Source Multiplayer. The 2009 and MP branches do not have a different feature set, but they are incompatible with 2007 due to various under-the-bonnet changes (which include a different SteamID scheme and Mac OS X compatibility).
Features
New since the 
 Source 2006 engine branch are:
 2007
- Threading
 - Logic, rendering and audio have been threaded for performance gains in multi-core environments.
 - Soft particles
 - An all-new, artist-driven particle system, replacing the old hard-coded particle system.
 - Shadow mapping
 - Special dynamic lights such as the player's flashlight can now cast high-quality dynamic shadows.
 - Improved High Dynamic Range rendering
 - Remade HDR tonemapping that better fits outdoor scenes.[1]
 - Motion blur
 - Cheap and simple camera motion blur.[1]
 - Hardware Morph (HWM) flexes and Wrinkle maps
 - A new, powerful facial animation system, with support for textures that add fine wrinkling detail to the face during flex animation.
 - Conditional statements
 - New conditional statements for use in materials to optimize them for lower-end machines.
 - Phongwarp textures and other Phong improvements
 - Source's phong shading, introduced in 
 Source 2006, has been upgraded with additional features such as reflection tinting, albedo tinting, phongwarp textures, and more. - Self-shadowing bump maps
 - A special, cheaper kind of bump map for brush shaders with baked in shadows to give the illusion of a self-shadowing surface.
 - Automatic displacement texturing
 - Mitigates texture stretching across displacement surfaces.
 - Alpha to coverage
 - Vector-like edges to raster images, fast.
 - Flowing emissive textures for models
 - Advanced flowing emission for VertexLitGeneric, notably used on the Vortigaunts in Template:Game name
 - Fresnel for specular reflections and self-illumination on models
 - On 
VertexLitGeneric, $envmap and $selfillum have new parameters to enable shading with the Fresnel effect. - Cinematic Physics
 - Baked physics animations that are rendered offline and brought into the engine for playback with minimal performance cost.
 - Visclusters
 - A new entity to be placed in large open areas with unbroken visiblity, reducing compile times.
 - Maplist Thumbnails
 - A console-oriented server browser UI.
 
 Xbox 360 support- Of little use to modders, needless to say!
 

 2009
 Mac OS X support- Particle system adjustments
 - Particles can now render blobs and models. Not ported back to 
 Source 2013. - Disable phys_bone_followers
 phys_bone_followers can now be disabled on dynamic props for performance gains and lower entity counts.
 2013
 Source 2013 (both SP and MP) has its own page.
Availability
Most games using this branch (except Console version of those games) were upgraded to the 
 Source 2013 or 
 Source 2013 Multiplayer branches when those released. Nevertheless, gamecode for the 2007 branch is included in the now-deprecated Source SDK app.
Source 2007
2007Template:Game name (formerly Source SDK Base - Orange Box)2012
 Black Mesa (Mod version only)2011
 E.Y.E: Divine Cybermancy2009Template:Game name
Source MP
2006
 The Ship: Murder Party - Previously using Source 2006.
Source 2009
2009
 Zeno Clash2011
 Postal III
References
1. Valve GDC 2008: Post Processing in The Orange Box