Counter-Strike: Global Offensive (engine branch)

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The Counter-Strike: Global Offensive engine branch was introduced in 2012 with the release of <Counter-Strike: Global Offensive> Counter-Strike: Global Offensive. It is the latest Source 1 engine branch available and succeeds the Portal 2 engine branch.

Note.png 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 <Counter-Strike: Global Offensive>.


New since the Portal 2 branch is:

Real-time dynamic shadows
env_cascade_light provides dynamic, high-resolution cascade shadow mapping for the outdoor light of light_environment.
Lightmapped Ambient Occlusion
VRAD can now bake ambient occlusion into the lightmaps for a map, leading to enhanced realism.
Bump mapped decals
LightmappedGeneric decals now support bump maps.

Newer Features

Phong reflections on Lightmapped materials
LightmappedGeneric and WorldVertexTransition now 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 LightmappedGeneric shader.
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.png 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.