Gameinfo.gi/Dota 2

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A gameinfo.gi from Dota 2 Dota 2

"GameInfo" { // // gameinfo.gi is the non-branch-varying content and can be integrated between branches. // Branch-varying info, such as the game/title and app IDs, is in gameinfo_branchspecific.gi. // gamelogo 1 type multiplayer_only nomodels 1 nohimodel 1 nocrosshair 0 GameData "dota.fgd" SupportsDX8 0 nodegraph 0 tonemapping 0 // Hide tonemapping ui in tools mode FileSystem { // // The code that loads this file automatically does a few things here: // // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end. // For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it. // 3. For the first "Game" search path, it adds a search path called "MOD". // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH". // // // Search paths are relative to the exe directory\..\ // SearchPaths { // These are optional language paths. They must be mounted first, which is why there are first in the list. // *LANGUAGE* will be replaced with the actual language name. If not running a specific language, these paths will not be mounted Game_Language dota_*LANGUAGE* // These are optional low-violence paths. They will only get mounted if you're in a low-violence mode. Game_LowViolence dota_lv Game dota Game core Mod dota Write dota // These are optional language paths. They must be mounted first, which is why there are first in the list. // *LANGUAGE* will be replaced with the actual language name. If not running a specific language, these paths will not be mounted AddonRoot_Language dota_*LANGUAGE*_addons AddonRoot dota_addons // Note: addon content is included in publiccontent by default. PublicContent dota_core PublicContent core } AddonsChangeDefaultWritePath 0 } MaterialSystem2 { RenderModes { "game" "Default" "game" "DotaDeferred" "game" "DotaForward" "game" "Depth" "tools" "ToolsVis" // Visualization modes for all shaders (lighting only, normal maps only, etc.) "tools" "ToolsWireframe" // This should use the ToolsVis mode above instead of being its own mode "tools" "ToolsUtil" // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid } } Engine2 { "HasModAppSystems" "1" "Capable64Bit" "1" "PanoramaUIClientFromClient" "1" // IPanoramaUIClient is implemented by client.dll "HasLegacyGameUI" "1" // dota uses some legacy gameui systems "URLName" "dota2" "MsaaOverrideType" "0" "UsesBink" "0" "MaxNetworkableEntities" "10000" "MaxNonNetworkableEntities" "10000" // The shader binary cache on non-Windows can be over 500MB. // Also currently demo files are loaded entirely into memory for // 64-bit binaries so they can easily use 100's of MB at load time. // Go ahead and allow very large allocations, essentially removing this warning. "AllocWarnMB" "2000" "ReserveWarnMB" "64" "DefaultRenderSystem" "-vulkan" [ $LINUX || $OSX ] // macOS/Linux default to Vulkan "SupportsVulkanParticleOptimizations" "1" "RenderingPipeline" { "SkipPostProcessing" "1" "SupportsMSAA" "0" } "BugBait" { // Used by 'bug:' in chat to normalize report settings during playtests "Owner" "triage*" "Severity" "high" "Priority" "none" "Category" "---" "Product" "dota" "Component" "dota" } "NoResetInputOnGameOverlay" "1" } SceneFileCache { "ServerUsesSceneImageFile" "0" } SceneSystem { "SunLightManagerCount" "0" "TransformTextureRowCount" "2048" "CMTAtlasWidth" "1024" "CMTAtlasHeight" "512" "CMTAtlasChunkSize" "128" "DrawParticleChildrenSeparateFromParents" "1" "MaxAutoPartitions" "8" "LayerBatchThreshold" "512" [ $OSX && $CPU_EMULATED ] // Apple M1 - increase sc_layer_batch_threshold from 128 -> 512. Reduces TBDR memory bandwidth. } SoundSystem { "SteamAudioEnabled" "0" } ToolsEnvironment { "Engine" "Source 2" "ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path. "DeveloperHelpURL" "https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools" "ToolsProductName" "Dota2 Workshop Tools" "HideCoreMod" "1" "SupportsActivities" "1" } Hammer { "fgd" "dota.fgd" // NOTE: This is relative to the 'mod' path. "GameFeatureSet" "Dota" "LoadScriptEntities" "0" "DefaultTextureScale" "0.250000" "DefaultSolidEntity" "trigger_dota" "DefaultPointEntity" "info_player_start_dota" "NavMarkupEntity" "func_nav_markup" "EnableDotaTools" "1" "DefaultGridTileSet" "/maps/tilesets/radiant_basic.vmap" "DefaultGridTileSet2" "/maps/tilesets/dire_basic.vmap" "DotaMaxTrees" "8000" "AddonMapCommand" "dota_launch_custom_game" "PostMapLoadCommands" "jointeam good" // Commands sent to the console by hammer after it finishes building a map and loads it "RequiredGameEntities" "info_player_start_goodguys|info_player_start_dota; info_player_start_badguys|info_player_start_dota; env_global_light; ent_dota_game_events" "UnitsFiles" "scripts/npc/npc_units.txt; scripts/npc/npc_units_staging.txt; scripts/npc/npc_units_custom.txt; scripts/npc/npc_heroes.txt; scripts/npc/npc_heroes_staging.txt" "ItemsFiles" "scripts/npc/items.txt; scripts/npc/items_staging.txt; scripts/npc/npc_items_custom.txt" "OverlayBoxSize" "16" "TileGridBlendOrderBGRA" "1" "TileGridBlendDefaultColor" "0 255 0" } MaterialEditor { "DefaultShader" "global_lit_simple" "ExpressionHelpUrl" "https://intranet.valvesoftware.com/index.php/Source_2.0/Shader_Format#Shader.2FMaterial_Expression_Syntax" } ModelCompile { } ModelDoc { "models_gamedata" "models_gamedata.fgd" "features" "econitems;editorconfig" } ResourceCompiler { // Overrides of the default builders as specified in code, this controls which map builder steps // will be run when resource compiler is run for a map without specifiying any specific map builder // steps. Additionally this controls which builders are displayed in the hammer build dialog. DefaultMapBuilders { "light" "0" // Dota does not use baked lighting "envmap" "0" // Dota doesn't generate environment maps from the map "gridnav" "1" // Dota generates its grid navigation data by default } "DotaTileGrid" "1" "DeprecatedBehaviorVersionsAllowed" "1" MeshCompiler { EncodeVertexBuffer "1" EncodeIndexBuffer "1" } WorldRendererBuilder { UseAggregateInstances "1" VisibilityGuidedMeshClustering "1" MinimumTrianglesPerClusteredMesh "512" MinimumVerticesPerClusteredMesh "512" MinimumVolumePerClusteredMesh "1024" MaxPrecomputedVisClusterMembership "16" } } RenderPipelineAliases { "Tools" "Dota:Forward" "EnvMapBake" "Dota" } Particles { "GameSupportsLegacyShaders" "1" "features" "no_gpu_blobs" } Panorama { "UsesSvg" "1" } RenderSystem { SwapChainSampleableDepth 1 //"VulkanUseSecondaryCommandBuffers" "1" // Use secondary command buffers for more efficiency on tiled based renderers. All platforms to limit configurations. (Disabled due to GPU blobulator incompatibility) "VulkanSteamShaderCache" "1" "OpenGLForceSM30" "1" "LowLatency" "1" } vdata_editor { "fgd" "vdata_dota.fgd" } ConVars { "r_size_cull_threshold" "0.4" "cl_interp" "0.016" "cl_predict" "0" } }