Search results
Jump to navigation
Jump to search
- ...luding [[internal entities]]), and also lists how large in bytes are those entities. Can be used to keep track if an entity has been changed in a game update. {{/Counter-Strike: Source}}2 KB (206 words) - 05:28, 25 May 2025
- {{LanguageBar|title = Dokumentace k Source SDK}} {{Source topicon}}5 KB (721 words) - 12:09, 11 April 2025
- {{LanguageBar|title=Source SDK資料庫}} {{Source topicon}}5 KB (629 words) - 12:13, 11 April 2025
- {{Source topicon}} {{Subpage| [[Source]] }}5 KB (803 words) - 12:10, 11 April 2025
- {{Source topicon}} {{Subpage| [[Source]] }}5 KB (661 words) - 12:11, 11 April 2025
- {{Source topicon}} {{Subpage| [[Source]] }}5 KB (782 words) - 12:12, 11 April 2025
- Because individual shots are separate entities, anything added to one shot will not persist into other shots. But you can [[Category:Source Filmmaker]]941 bytes (150 words) - 14:27, 27 June 2012
- [[File:Foundry showcase.png|480px|thumb|right|Foundry in action on the Source Filmmaker engine branch.]] ...e. You can sync your Hammer and game viewports, remove/add point and brush entities in real time from both the engine and Hammer sides, have a limited degree o4 KB (567 words) - 11:10, 20 April 2025
- {{Source topicon}} {{Subpage| [[Source]] }}5 KB (796 words) - 15:13, 8 April 2025
- {{Source topicon}} {{Subpage| [[Source]] }}5 KB (740 words) - 12:12, 11 April 2025
- {{Source topicon}} {{Subpage| [[Source]] }}5 KB (800 words) - 12:12, 11 April 2025
- {{Source topicon}} {{LanguageBar|title = Source SDK Documentation}}6 KB (858 words) - 10:03, 21 October 2025
- {{Tip|Because shots exist as separate entities, adding an animation set to one shot does not add it to any other shots. B [[Category:Source Filmmaker]]2 KB (311 words) - 09:32, 12 July 2024
- ...ue filmstrip. Your sequence contains your ''shots'', which are individual entities even though they look like they're connected on the timeline. Underneath t [[Category:Source Filmmaker]]3 KB (521 words) - 11:41, 8 January 2024
- ...ffect_target]] entities. When your model gets close to the sphere of these entities, the flesh will start to appear. ...d=1|This shader does not get illuminated from dynamic lighting of [[Source Filmmaker]] or [[env_projectedtexture]]. Ensure that the map lighting suffices and th5 KB (816 words) - 06:14, 20 May 2025
- {{Note|Because shots are separate entities, if you delete a take after blading a shot, the take will be deleted only f [[Category:Source Filmmaker]]3 KB (542 words) - 11:39, 8 January 2024
- <source lang=php> </source>11 KB (1,420 words) - 06:07, 20 May 2025
- <source lang=php> </source>10 KB (1,225 words) - 06:21, 20 May 2025
- {{Tabs|Cubemaps|source=1|source2=1|main=source}} ...ass, tiles, water, etc.) A map without built or existing '''env_cubemap''' entities will instead use other kinds of "reflections" (such as default cubemap text41 KB (6,184 words) - 08:03, 2 November 2025
- DirectX 7.0 or below is not supported since Source 2007 (except Portal RTX which runs on modified Src13 build) ...n]] (via built-in DXVK) is used or {{code|dxlevel}} was lower than 90), as Source was primarily designed to run on Direct3D 9 only.]]31 KB (4,735 words) - 19:06, 28 September 2025