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  • 04:01, 15 September 2026Item hlvr weapon rapidfire (hist | edit) ‎[243 bytes]Kr0tchet (talk | contribs) (created page for the gun. Largely WIP and needs to add Spawn ammo KV.)
  • 06:14, 14 September 2026The Stanley Parable Demo (hist | edit) ‎[198 bytes]Morpeko (talk | contribs) (page creation)
  • 23:46, 13 September 2026CS2 Workshop Manager (hist | edit) ‎[6,039 bytes]THE OWL (talk | contribs) (Description from GitHub)
  • 03:55, 13 September 2026Ru/Func detail (hist | edit) ‎[10,878 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} {{TabsBar|main=gs|base=func_detail}} {{toc-right}} {{This is a|brush entity|internal=1|name=func_detail}} Это не совсем объёмный объёкт, а скорее способ перемещения всех содержащихся в нём элементов карты в {{L|Worldspawn|Мир}} с пометкой признаком детализации {{codelink|CONTENTS_DETAIL}}, в результате чего они перест...")
  • 01:29, 13 September 2026Ru/Trigger multiple (hist | edit) ‎[4,391 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} {{Source topicon}} {{TabsBar|main=Trigger multiple}} {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger}} {{this is a|trigger entity|name=trigger_multiple}} Это объем, который срабатывает {{L|Inputs and Outputs#Outputs|выходы}}, когда {{L|Entity|объект}} определенного типа входит в него или покидает его. ==Ключ-параметры== {{KV Targetname}} {{KV|Delay Bef...")
  • 23:52, 12 September 2026Ru/CPP (hist | edit) ‎[2,006 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} {{code|.cpp}} - это общее расширение файла для исходного кода на языке C++. {{Cpp|2}} - основной язык программирования, используемый в платформой {{source|4}} и его инструментарии. Это компилируемый язык со статической типизацией, обеспечивающий высокую производител...")
  • 10:09, 8 September 2026Cycler weapon (hist | edit) ‎[927 bytes]Sydos23 (talk | contribs) (Created page with "{{tabsBar|main=gs|base=cycler_weapon}} {{CD|CWeaponCycler|file1=h_cycler.cpp}} {{ent not in fgd}} {{This is a|model entity|name=cycler_weapon|game=Half-Life: Source|game1=Half-Life 2 series|game2=Portal series|game3=Counter-Strike series}} Carried directly over from the previous game engine, the cycler_weapon entity is the special version of the <code>cycler</code> entity used for testing weapon animations. Primary Attack plays current animation and Secondary Attack...")
  • 18:49, 6 September 2026Zh/Func train (hist | edit) ‎[2,895 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|func_train|title=轨道列车(旧版)}} {{back|Trains}} {{TabsBar|main=gs|base=func_train}} {{Ent not in fgd}} {{CD|CFuncTrain|file1=1}} {{This is a|实体笔刷|name=func_train}} 它是从 {{Quake|2}} 遗留下来的实体,在一系列 {{L|path_corner}} 的起点和终点之间来回移动。与 {{ent|func_tracktrain}} 不同,它在转弯时不会旋转。 {{tip|此实体不受 <code>func_tracktrain</code> 所遇到的转弯不精确问题的影...")
  • 18:39, 6 September 2026Zh/Path track (hist | edit) ‎[4,433 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|path_track|title=路径轨道}} {{tabs|path_track|goldsrc = 1|source = 1|main = source}} {{CD|CPathTrack|file1=1}} {{this is a|路径实体|name=path_track|sprite=1}} 它用于为其他实体构建要遵循的路径。每个 '''path_track''' 都是路径中的一个节点,每个节点都保存着路径中下一个 <code>path_track</code> 的名称。 {{path_corner vs path_track}} === 自动创建轨道 === 克隆(<code>Shift-drag</code>)此实体将...")
  • 18:37, 6 September 2026Zh/Func tanktrain (hist | edit) ‎[822 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|func_tanktrain|title=坦克列车}} {{distinguish|func_tracktrain}} {{CD|CFuncTankTrain|file1=1}} {{this is a|实体笔刷|name=func_tanktrain}} 它原本是一个跟随目标实体(如玩家)的列车。它从未完成且无法正常工作。 它原本打算与 {{ent|tanktrain_ai}} 实体结合使用。 :{{bug|此实体具有硬编码的伤害过滤器,并且由于最初没有正确配置为承受伤害,因此永远不会死亡。请参阅 Talk...")
  • 18:33, 6 September 2026Zh/Func tracktrain (hist | edit) ‎[8,260 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|func_tracktrain|title=轨道列车}} {{distinguish|func_tanktrain}} {{tabs|func tracktrain|goldsrc = 1|source = 1|main = source}} {{CD|CFuncTrackTrain|file1=trains.cpp}} {{this is a|实体笔刷|name=func_tracktrain}} 它是一个玩家可以乘坐的移动平台。它沿着一系列 {{Ent|path_track}} 实体的路径移动。 {{note|除非设置了 <code>固定方向</code> 属性,否则请将您的列车构建为车头朝向 X 轴负方向。(这意...")
  • 01:30, 6 September 2026Ru/Tools++ (hist | edit) ‎[1,262 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} '''Tools++''' - это набор модификаций компиляторов карт и ресурсов, разработанных {{U|Ficool2}}, которые, как представлено в документации, позволяют сократить время компиляции карт в 50 раз, по сравлению с официальными инструментами {{Source|2}}. Некоторые карты, на ко...")
  • 10:14, 5 September 2026Ru/Primitive (hist | edit) ‎[5,483 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Простые тела, геометрические}} ==Типы простых тел== Простое тело по определению является очень простой структурой. В редакторе {{L|Valve Hammer Editor|Hammer}} простое тело представляет собой объём, состоящий из {{L|Brush|элементов карты}}, который соответствует основ...")
  • 01:36, 5 September 2026Ru/Prop physics multiplayer (hist | edit) ‎[3,712 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} {{CD|CPhysicsPropMultiplayer|file1=props.cpp}} {{this is a|model entity|name=prop_physics_multiplayer}} Идентичен {{L|prop_physics}}, за исключением того, что отскакивает от столкновений, что помогает избежать ошибок прогнозирования, которые обычно возникают с обычными физическими объектами, и его режим...")
  • 00:17, 5 September 2026Programming/soundscape maker/SoundscapeEditorPanelFindSoundscapesDialog.res.res (hist | edit) ‎[5,401 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeEditorPanelFindSoundscapesDialog.res.res file needed for the vgui soundscape maker. Place inside your mods '''resource/vgui_base/''' directory (if the directory doesnt exist then make it)</h2> <source> "resource/vgui base/SoundscapeEditorPanelFindSoundscapesDialog.res" { "SoundscapeMakerFindSoundscapePanel" { "ControlName" "CSoundscapeMakerFindSoundscapePanel" "fieldName" "SoundscapeMakerFindSoundscapePanel" "...")
  • 00:14, 5 September 2026Programming/soundscape maker/SoundscapeMakerFindSoundscapeDialog.cpp (hist | edit) ‎[18,493 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeMakerFindSoundscapeDialog.cpp file needed for the vgui soundscape maker</h2> <source lang=cpp> //========= Created by Waddelz. https://www.youtube.com/@WadDeIz_Real. ============// // // Purpose: Soundscape dialog to search for a specific soundscape from a folder // // $NoKeywords: $ // //=================================================================================// #include "cbase.h" #include "filesystem.h" #include "SoundscapeMaker.h" #include "Sound...")
  • 00:13, 5 September 2026Programming/soundscape maker/SoundscapeMakerFindSoundscapeDialog.h (hist | edit) ‎[2,019 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeMakerFindSoundscapeDialog.h file needed for the vgui soundscape maker</h2> <source lang=cpp> //========= Created by Waddelz. https://www.youtube.com/@WadDeIz_Real. ============// // // Purpose: Soundscape dialog to search for a specific soundscape from a folder // // $NoKeywords: $ // //=================================================================================// #ifndef __SOUNDSCAPEMAKERFINDSOUNDSCAPEDIALOG_H #define __SOUNDSCAPEMAKERFINDSOUNDSCAPEDI...")
  • 10:56, 3 September 2026Ru/Lightstyle (hist | edit) ‎[2,021 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Стиль/поведение (яркости) источника света}} {{stub}} '''Стиль/поведение источника света (Lightstyle)''' - это способ указания изменения яркости источника света во времени, для создания эффектов мерцания. Изменение яркости задаётся зацикленной последовательно...")
  • 04:07, 3 September 2026Source 2 Docs/Tutorials (hist | edit) ‎[1,567 bytes]THE OWL (talk | contribs) (сustom tutorials hub for better nav)
  • 13:33, 2 September 2026Ru/Naming lights (hist | edit) ‎[6,292 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Именование источников света}} Указание {{L|targetname|целевого имени}} объекта источника света {{ent|light}} вынуждает {{L|VRAD}} создавать второй "слой" {{L|lightmap|карты освещения}} для поверхностей, которые освещаются этим источником. Это не повлияет на производитель...")
  • 11:26, 1 September 2026Ru/Skinning (hist | edit) ‎[1,579 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Создание облика}} '''Создание облика (Skinning)''' в Source (также известное как ''UV mapping'' или ''Texture mapping'') - это процесс растягивания каждого полигона {{L|Mesh|сетки}} на определённой области её двумерного {{L|Skin|облика}} или наоборот. Итоговые '''данные облика''' или '''{{L...")
  • 14:13, 31 August 2026List of Portal 2 Map Resources/More (hist | edit) ‎[1,801 bytes]Karl-police (talk | contribs) (Created page with "{| class="wikitable sortable" |- ! Thumbnail !! Map Name !! Noteable Resources !! Noteable instances used !! Other notes |- | 164px || e1912 || || || Super 8 |- |} === E3 === <div class="mw-collapsible mw-collapsible-content mw-collapsed"> {| class="wikitable sortable" |- ! Thumbnail !! Map Name !! Noteable Resources !! Noteable instances used !! Other notes |- | || e3_laser_stairs || || || |- | || e3_paint_jump_wall_jumps || || || |- |...")
  • 07:31, 31 August 2026Source Filmmaker/FAQ (hist | edit) ‎[5,562 bytes]THE OWL (talk | contribs) (Created page with "{{LanguageBar|title = Frequently Asked Questions}} ; What is the Source Filmmaker? : The Source Filmmaker is the movie-making tool built and used by Valve to make movies inside the Source game engine. It is how we have been making all of our animated short movies. Because the Source Filmmaker uses the same assets as a Source-engine game, what goes into the game can be used in the movie, and vice versa. By using the hardware rendering of a modern PC gaming machine, the S...")
  • 23:40, 30 August 2026Programming/soundscape maker/SoundscapeEditorPanelTextEditorDialog.res (hist | edit) ‎[2,411 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeEditorPanelTextEditorDialog.res file needed for the vgui soundscape maker. Place inside your mods '''resource/vgui_base/''' directory (if the directory doesnt exist then make it)</h2> <source> "resource/vgui base/SoundscapeEditorPanelTextEditorDialog.res" { "SoundscapeEditorPanelTextEditor" { "ControlName" "CSoundscapeEditorTextEditorPanel" "fieldName" "SoundscapeEditorPanelTextEditor" "xpos" "c-...")
  • 23:40, 30 August 2026Programming/soundscape maker/SoundscapeEditorPanelPreloadedSoundscapesDialog.res (hist | edit) ‎[3,707 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeEditorPanelPreloadedSoundscapesDialog.res file needed for the vgui soundscape maker. Place inside your mods '''resource/vgui_base/''' directory (if the directory doesnt exist then make it)</h2> <source> "resource/vgui base/SoundscapeEditorPanelPreloadedSoundscapesDialog.res" { "SoundscapeMakerPreloadedSoundscapesPanel" { "ControlName" "CSoundscapeMakerPreloadedSoundscapesPanel" "fieldName" "SoundscapeMakerPreloadedSou...")
  • 23:39, 30 August 2026Programming/soundscape maker/SoundscapeEditorPanelPositionListData.res (hist | edit) ‎[658 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeEditorPanelPositionListData.res file needed for the vgui soundscape maker. Place inside your mods '''resource/vgui_base/''' directory (if the directory doesnt exist then make it)</h2> <source> #base "../SourceSchemeBase.res" Scheme { //base settings BaseSettings { //text entry "TextEntry.Indent.Left" "5" "TextEntry.Indent.Top" "10" "TextEntry.Width" "200" "TextEntry.Height" "20" //button "Button.Indent.Left" "210" "Button.Indent.Top"...")
  • 23:38, 30 August 2026Programming/soundscape maker/SoundscapeEditorPanelManifestEditorDialog.res (hist | edit) ‎[4,162 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeEditorPanelManifestEditorDialog.res file needed for the vgui soundscape maker. Place inside your mods '''resource/vgui_base/''' directory (if the directory doesnt exist then make it)</h2> <source> "resource/vgui base/SoundscapeEditorPanelManifestEditorDialog.res" { "SoundscapeMakerManifestEditorPanel" { "ControlName" "CSoundscapeMakerManifestEditorPanel" "fieldName" "SoundscapeMakerManifestEditorPanel" "xpos"...")
  • 11:05, 30 August 2026Ru/PRT (hist | edit) ‎[1,623 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} Файл порталов ('''P'''o'''RT'''al) (.prt), - это перечень порталов в .{{L|BSP}}-файле карты, созданный {{L|VBSP}} и затем используемый {{L|VVIS}} для выполнения расчёта видимости. Это просто текстовый ASCII файл, со следующей структурой: <pre> PRT1 <Количество областей [N]> <Количество п...")
  • 06:29, 30 August 2026Ru/Level of detail (hist | edit) ‎[3,221 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Уровень детализации, моделей}} {{stub}} '''Уровень детализации (Level of Detail, LOD)''' - это принцип хранения в памяти версий {{L|3D model|моделей}} с меньшей детализацией геометрии и переключения на них, когда объект становится маленьким/отдаленным. Это значительно э...")
  • 04:19, 30 August 2026Programming/soundscape maker/SoundscapeEditorPreloadedSoundscapesPanel.res (hist | edit) ‎[3,695 bytes]WadDelz0949 (talk | contribs) (Added the file)
  • 04:18, 30 August 2026Programming/soundscape maker/SoundscapeEditorManifestEditorPanel.res (hist | edit) ‎[4,150 bytes]WadDelz0949 (talk | contribs) (Created page with "<h2>SoundscapeMakerManifestEditorPanel.res file needed for the vgui soundscape maker. Place inside your mods '''resource/vgui_base/''' directory (if the directory doesnt exist then make it)</h2> <source> "resource/vgui base/SoundscapeMakerManifestEditorPanel.res" { "SoundscapeMakerManifestEditorPanel" { "ControlName" "CSoundscapeMakerManifestEditorPanel" "fieldName" "SoundscapeMakerManifestEditorPanel" "xpos"...")
  • 04:08, 30 August 2026Programming/soundscape maker/SoundscapeMakerManifestEditorPanel.res (hist | edit) ‎[4,148 bytes]WadDelz0949 (talk | contribs) (Created the soundscape maker manifest editor.res file)
  • 04:06, 30 August 2026Programming/soundscape maker/SoundscapeMakerManifestEditorDialog.h (hist | edit) ‎[1,808 bytes]WadDelz0949 (talk | contribs) (added the soundscape editor manifest.h file for the vgui soundscape maker)
  • 04:05, 30 August 2026Programming/soundscape maker/SoundscapeMakerManifestEditorDialog.cpp (hist | edit) ‎[15,679 bytes]WadDelz0949 (talk | contribs) (Added the manifest editor file for the vgui soundscape maker)
  • 02:36, 30 August 2026Ru/PVS (hist | edit) ‎[9,445 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Масив потенциальной видимости (PVS), областей видимости}} {{toc-right}} '''PVS''' (сокращение от Potentially Visible Set или Potential Visibility Set) - это набор {{L|Visleaf|областей видимости}}, которые могут быть видны из заданного местоположения. Это не точная система определения види...")
  • 00:54, 30 August 2026Ru/PAS (hist | edit) ‎[1,987 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Потенциально слышымый набор (PAS), областей видимости}}{{stub}} '''PAS''' (сокращение от Potentially Audible Set) - это набор {{L|Visleaf|областей видимости}}, звук из которых будет ''слышен'' в области видимости, в которой присуствует {{L|NPC Sensing|реагирующий НИП}} или персонаж игр...")
  • 22:23, 29 August 2026Programming/soundscape maker/SoundscapeMakerPreloadedSoundscapesPanel.res (hist | edit) ‎[3,693 bytes]WadDelz0949 (talk | contribs) (Added the SoundscapeMakerPreloadedSoundscapesPanel.res file needed for the vgui soundscape maker)
  • 22:21, 29 August 2026Programming/soundscape maker/SoundscapeMakerPreloadedSoundscapesDialog.h (hist | edit) ‎[1,729 bytes]WadDelz0949 (talk | contribs) (Added SoundscapeMakerPreloadedSoundscapesDialog.h for the vgui soundscape maker)
  • 22:21, 29 August 2026Programming/soundscape maker/SoundscapeMakerPreloadedSoundscapesDialog.cpp (hist | edit) ‎[13,676 bytes]WadDelz0949 (talk | contribs) (Added SoundscapeMakerPreloadedSoundscapesDialog.cpp for the vgui soundscape maker)
  • 14:40, 29 August 2026Ru/Master (hist | edit) ‎[1,063 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Объект владелец (Master)}}{{stub}} Объект, которому назначен владелец, не может быть активирован, пока не будет активирован объект владелец. * В {{goldsrc|2}} в качестве владельца можно использовать объекты {{ent|multisource|engine=goldsrc}} или {{ent|game_team_master|engine=goldsrc}}. * В {{Source|2}}, {...")
  • 14:10, 29 August 2026Ru/Trigger hurt (hist | edit) ‎[6,101 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}} {{tabsBar|main=gs2|base=trigger_hurt}} {{CD|CTriggerHurt|file1=triggers.cpp}} {{This is a|trigger entity|name=trigger_hurt}} Объём этого {{L|triggers|переключателя}} наносит урон {{L|entity|объектам}}, которые к нему прикасаются. В статье {{L|damage types|типы урона}} представлен список различных повреждений влияющих на {{L|play...")
  • 10:57, 29 August 2026Env instructor hint icons (hist | edit) ‎[8,591 bytes]MarvinG (talk | contribs) (I'm stopping here for today, I'll probably continue adding more icons tomorrow. The portal 2 icons are probably all there, l4d is about 50% and csgo is just a copy from the main article still.)
  • 03:12, 29 August 2026Ru/Lighting optimization (hist | edit) ‎[6,279 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Оптимизация освещения}} {{subpage|{{L|Optimization/Level Design|Оптимизация карт}}}} == Постоянное освещение == thumb|Карта освещения в действии. Постоянное освещение предварительно компилируется в {{L|Lightmap|карты освещения}}, которые аналогичны {{L|Texture|текс...")
  • 07:02, 28 August 2026UUID (hist | edit) ‎[311 bytes]RuSHeRR (talk | contribs) (Created page with "An {{wiki|Universally unique identifier|uuid}} is a 128-bit number used to identify information in computer systems. The term '''globally unique identifier (GUID)''' is also used, typically in software created by {{wiki|Microsoft}}. {{stub}}")
  • 10:29, 27 August 2026Ru/Too many unique verts (hist | edit) ‎[4,207 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar|title=Слишком много вершин}}{{src topicon}} thumb|Ошибка компиляции, выводимая {{Hammer++|4}} На карте более 65535 {{L|Vertex|вершин}} элементов. Учитываются не только вершины геометрии элементов карты, но и вычисляемые для {{L|VIS optimization|оптимизации видимости}}...")
  • 10:38, 26 August 2026Ru/Gib (hist | edit) ‎[1,402 bytes]Clash (talk | contribs) (Created page with "{{LanguageBar}}{{stub}} {{ent not in fgd}} {{CD|CGib|file1=1}} {{this is a|model entity|name=gib}} Это объект, который создается, когда другой объект погибает или разрушается. Известные примеры - {{L|npc_cscanner}} и {{L|npc_clawscanner}} из {{hl2|4}}, которые при своём разрушении создают объекты останки {{ent|gib}}, каждый из кот...")
  • 00:26, 26 August 2026Programming/soundscape maker/SoundSelectorPanel.res (hist | edit) ‎[4,184 bytes]WadDelz0949 (talk | contribs) (Added the SoundSelectorPanel.res file needed for the soundscape maker)
  • 00:26, 26 August 2026Programming/soundscape maker/SoundscapeSelectorPanel.res (hist | edit) ‎[3,831 bytes]WadDelz0949 (talk | contribs) (Added the SoundscapeSelectorPanel.res file needed for the soundscape maker)
  • 00:25, 26 August 2026Programming/soundscape maker/SoundscapeEditorPositionListPanel.res (hist | edit) ‎[654 bytes]WadDelz0949 (talk | contribs) (Added the SoundscapeEditorPositionListPanel.res file for the soundscape maker)
  • 00:23, 26 August 2026Programming/soundscape maker/SoundscapeEditorPanelTextEditor.res (hist | edit) ‎[2,399 bytes]WadDelz0949 (talk | contribs) (Added the SoundscapeEditorPanelTextEditor.res page needed for the soundscape maker)
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