Counter-Strike: Global Offensive (engine branch)
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.
New since the Portal 2 branch is:
- Real-time dynamic shadows
env_cascade_lightprovides dynamic, high-resolution cascade shadow mapping for the outdoor light of
- Lightmapped Ambient Occlusion
- VRAD can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism.
- Bump mapped decals
LightmappedGenericdecals now support bump maps.
- Phong reflections on Lightmapped materials
WorldVertexTransitionnow 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
- 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.
- Other improvements
- To do: Document these, this is just the tip of the iceberg.
Source code for this branch is not available. However, authoring tools exist for custom content.