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fgd/bases/BasePaintType.fgd

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5,21 +5,23 @@
55
painttype(choices) : "Paint Type" : 0 : "The type of Gel created." =
66
[
77
0: "Repulsion Gel"
8-
1: "Reflection Gel / Adhesion Gel"
8+
1: "Reflection Gel / Adhesion Gel" [-Strata]
99
2: "Propulsion Gel"
1010
3: "Conversion Gel"
1111
4: "Cleansing Gel"
12+
5: "Adhesion Gel" [+Strata]
1213
]
1314

1415
skin[engine](integer) : "Skin" : 0
1516

1617
skin(choices) : "[H] Paint Type" : 0 : "The type of gel displayed in Hammer." =
1718
[
1819
0: "Repulsion Gel"
19-
1: "Reflection Gel / Adhesion Gel"
20+
1: "Reflection Gel / Adhesion Gel" [-Strata]
2021
2: "Propulsion Gel"
2122
3: "Conversion Gel"
2223
4: "Cleansing Gel"
24+
5: "Adhesion Gel" [+Strata]
2325
]
2426

2527
]

fgd/bases/BasePortalCube.fgd

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -24,12 +24,12 @@
2424

2525
input Dissolve(void) : "Fizzles the cube, firing the OnFizzled output."
2626
input SilentDissolve(void) : "Kills the cube immediately and fires its OnFizzled output."
27-
input ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
2827

2928
// Outputs
3029
output OnOrangePickUp(void) : "P-Body picked up the cube."
3130
output OnBluePickUp(void) : "ATLAS picked up the cube."
3231
output OnPlayerPickup(void) : "Any player picked up the cube."
3332
output OnPhysGunDrop(void) : "Any player dropped the cube."
34-
output OnPainted(void) : "Cube got painted, only if the state changed."
33+
output OnPainted[-Strata](void) : "Cube got painted, only if the state changed."
34+
output OnPainted[Strata](integer) : "Cube got painted, only if the state changed. Has the paint type as parameter."
3535
]

fgd/point/ambient/ambient_generic.fgd

Lines changed: 2 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -16,9 +16,8 @@
1616
message(sound) report: "Sound Name" : : "Name of the GameSound entry for the sound to play. Also supports direct .wav filenames."
1717
health(integer) : "Volume" : 10 : "Sound volume, expressed as a range from 0 to 10, where 10 is the loudest."
1818

19-
radius(float) : "Sound Range" : 1250 : "Maximum distance at which this sound is audible. Overriden by soundscripts."
20-
21-
pitch(integer) : "Pitch" : 100 : "Sound pitch, expressed as a range from 1(low) to 255(high), where 100 is the sound's default pitch. Overriden by soundscripts."
19+
radius(float) : "Sound Range" : 1250 : "Maximum distance at which this sound is audible. Overridden by soundscripts."
20+
pitch(integer) : "Pitch" : 100 : "Sound pitch, expressed as a range from 1(low) to 255(high), where 100 is the sound's default pitch. Overridden by soundscripts."
2221

2322
sourceentityname(target_destination) : "Source Entity" : : "If an entity is specified, sound will come from this named entity instead of the location of ambient_generic."
2423

fgd/point/env/env_cascade_light.fgd

Lines changed: 6 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1,9 +1,11 @@
11
@PointClass base(BaseEntityPoint, EnableDisable)
22
appliesto(since_CSGO, MESA)
3-
iconsprite("editor/shadow_control.vmt")
3+
iconsprite[-Strata]("editor/shadow_control.vmt")
4+
iconsprite[+Strata]("editor/env_cascade_light.vmt")
5+
lightprop("models/editor/spot.mdl")
46
= env_cascade_light: "An entity to control the sunlight that casts cascaded shadows in the map."
57
[
6-
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "50 40 0" : "This is the shadow casting direction. " +
8+
angles(angle) : "Pitch Yaw Roll (Y Z X)" : "50 43 0" : "This is the shadow casting direction. " +
79
"Pitch is rotation around the Y axis, " +
810
"yaw is the rotation around the Z axis, and " +
911
"roll is the rotation around the X axis. " +
@@ -34,7 +36,7 @@
3436
ViewModelSlopescaledepthbias[MESA](float) : "ViewModelSlopescaledepthbias" : "0.9" : "DepthBias for viewmodel cascade"
3537

3638
CSMVolumeMode[engine](integer) : "Volume Mode"
37-
CSMVolumeMode(choices) : "CSM_Volume_Mode" : 0 : "CSM Volume Modes " +
39+
CSMVolumeMode[-Strata](choices) : "CSM_Volume_Mode" : 0 : "CSM Volume Modes " +
3840
"- Auto: Static cache will update once every 10 frames (approx) covering max shadow distance or whole map around player. " +
3941
"Manual : Static cache area coverage and updates are managed via csm volumes i/o. \n " +
4042
"Use Manual mode for better quality and performence. \n " +
@@ -46,6 +48,7 @@
4648

4749
// Inputs
4850
input LightColor(color255) : "Set the light color."
51+
input LightColorScale[Strata](integer) : "Set the light color scale"
4952
input SetAngles(string) : "Set the sun direction."
5053

5154
input SetCSMVolume[MESA](void) : "Set CSM Volume via trigger volume"

fgd/point/env/env_cubemap.fgd

Lines changed: 4 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -26,6 +26,10 @@
2626
"Optionally assigns this cubemap a bounding box for parallax correction " +
2727
"(brush entity tied to parallax_obb). " +
2828
"This means the cubemap reflection will move as the camera moves, similar to func_reflective_glass. "
29+
parallaxobb[Strata](target_destination) : "Cubemap Bounds" : : "" +
30+
"Optionally assigns this cubemap a bounding box for parallax correction " +
31+
"(brush entity tied to parallax_obb). " +
32+
"This means the cubemap reflection will move as the camera moves, similar to func_reflective_glass. "
2933

3034
@resources []
3135
]

fgd/point/env/env_fog_controller.fgd

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -48,4 +48,5 @@
4848
input StartFogTransition[since_EP1](void) : "Start fog transition."
4949
input SetMaxDensityLerpTo[since_P2, GMOD](float) : "Set max density lerp to."
5050
input SetZoomFogScale[since_CSGO](void) : "Set the value the fog will scale the default value by when players are zoomed in (scoped)."
51+
input ActivateAllPlayers[Strata](void) : "Activates this fog controller for all players"
5152
]

fgd/point/env/env_global.fgd

Lines changed: 7 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
@PointClass base(BaseEntityPoint)
22
color(200 0 0)
33
iconsprite("editor/env_global.vmt")
4-
= env_global: "An entity to control a game-specific global states."
4+
= env_global: "An entity that controls game-specific global states."
55
[
66

77
globalstate[engine](string) : "Global State to Set"
@@ -108,7 +108,8 @@
108108
]
109109

110110
initialstate[engine](integer) : "Initial State" : 0
111-
initialstate(choices) : "Initial State" : 0 =
111+
initialstate(choices) : "Initial State" : 0 : "Controls the active state for this global. " +
112+
"Setting this to \"Dead\" permanently disables this global, and will not persist during level transitions." =
112113
[
113114
0: "Off"
114115
1: "On"
@@ -129,16 +130,18 @@
129130
input Remove(void) : "Set state of global to DEAD."
130131
input SetCounter(integer) : "Sets the counter value of this global."
131132
input AddToCounter(integer) : "Adds to the counter value of this global. Negative numbers subtract."
132-
input GetCounter[!INFRA, !MBASE](void) : "Causes the Counter output to be fired, passing the current counter value for this global. This doesn't work properly."
133+
input GetCounter[!INFRA, !MBASE, !Strata](void) : "Causes the Counter output to be fired, passing the current counter value for this global. This doesn't work properly."
133134
input GetCounter[INFRA](void) : "Causes the OnGetCounter output to be fired, passing the current counter value for this global."
134135
input GetCounter[MBASE](void) : "Causes the OutCounter output to be fired, passing the current counter value for this global."
135136

136137
// Outputs
137138
// This counter output is overwritten by the KV above, making it non-functional.
138139
// INFRA and Mapbase rename it to fix that.
139-
output Counter[!INFRA, !MBASE](integer) : "Fired in response to the GetCounter input, passing the current value of the counter."
140+
// Strata specially handles the KV to support both.
141+
output Counter[!INFRA, !MBASE, !Strata](integer) : "This has the same name as the keyvalue, so it does not function."
140142
output OutCounter[MBASE](integer) : "Fired in response to the GetCounter input, passing the current value of the counter."
141143
output OnGetCounter[INFRA](integer) : "Fired in response to the GetCounter input, passing the current value of the counter."
144+
output Counter[Strata](integer) : "Fired in response to the GetCounter input, passing the current value of the counter."
142145

143146
@resources []
144147
]

fgd/point/env/env_portal_laser.fgd

Lines changed: 10 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -14,6 +14,15 @@
1414

1515
startstate(boolean) : "Start Disabled" : 0
1616

17+
beamcolor[engine](color255) : "Laser Beam Color" : "255 0 0 255"
18+
beamcolor[Strata](choices): "Laser Beam Color" : "255 0 0 255" : "The color of the laser. You can also specify a custom RGBA color here." = #snippet "StrataDisBeamColor"
19+
DisablePlayerCollision(boolean): "Player Collision" : 0
20+
DisablePlayerCollision[Strata](choices): "Player Collision" : 0 : "Override to disable player collision for this laser. If set to 0 (default), sv_player_collide_with_laser will determine whether or not to collide. If 1, laser collision will be disabled." =
21+
[
22+
0: "Default Behavior"
23+
1: "Force Off"
24+
]
25+
1726
lethaldamage[engine](boolean) : "Lethal" : 0
1827
lethaldamage(choices) : "Lethal" : 0 : "Instant kill on contact. Buggy when redirected through cubes/portals." =
1928
[
@@ -33,6 +42,7 @@
3342
input Toggle(void) : "Toggle the laser on and off."
3443
input TurnOn(void) : "Turn the laser on."
3544
input TurnOff(void) : "Turn the laser off."
45+
input SetBeamColor[Strata](color255) : "Changes the laser colour."
3646

3747
@resources // We know it needs at least these.
3848
[

fgd/point/env/env_projectedtexture.fgd

Lines changed: 36 additions & 21 deletions
Original file line numberDiff line numberDiff line change
@@ -16,7 +16,7 @@
1616
]
1717

1818
target(target_destination) : "target" : : "target"
19-
dontfollowtarget[MBase](boolean) : "Don't Follow Target" : 0 : "Prevents this entity from trying to point at its target, if it has one. Intended for when you want to use 'Light Only Target' without the entity trying to point to it."
19+
dontfollowtarget[MBase, -Strata](boolean) : "Don't Follow Target" : 0 : "Prevents this entity from trying to point at its target, if it has one. Intended for when you want to use 'Light Only Target' without the entity trying to point to it."
2020
lightfov(float) : "FOV" : 90.0 : "FOV"
2121
nearz(float) : "NearZ" : 4.0 : "Specifies the distance at which shadow casting begins. Ideally increase this until just before any objects."
2222
farz(float) : "FarZ" : 750.0 : "Specifies the distance at which shadow casting finishes. Increase this to cover the most distant surfaces."
@@ -29,7 +29,10 @@
2929
0: "Low"
3030
1: "High"
3131
]
32-
shadowfilter[MBase](float) : "Shadow Filter Size" : "0.5" : "The amount to filter the shadows. This blurs shadows to make them appear less pixelated, but higher values may have more visible noise."
32+
shadowfilter[MBase, -Strata](float) : "Shadow Filter Size" : "0.5" : "The amount to filter the shadows. This blurs shadows to make them appear less pixelated, but higher values may have more visible noise."
33+
_dynamicshadowallocation[Strata](boolean): "Use dynamic shadow allocation" : 0 : "Determines whether the map (static) or the engine (dynamic) should dictate the size of the shadows for this light."
34+
_initialshadowsize[Strata](integer): "Initial Shadow Size" : 7 : "The initial static shadow resolution exponent. Only relevant for static shadow allocation. Adding 1 to this value doubles both dimensions of the shadowmap."
35+
_shadowscale[Strata](float): "Shadow Size Scale" : "1.0" : "Scales the shadowmap resolution exponent. Only relevant for dynamic shadow allocation. For example, a scale of 3.0 will give this light shadowmaps 8 (2^3) times as large as they would usually be."
3336

3437
lightonlytarget(boolean) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity."
3538
lightworld(boolean) : "Light World" : 1 : "Control whether flashlight effects static world geometry."
@@ -43,10 +46,10 @@
4346

4447
colortransitiontime[since_ASW](float) : "Color Transition Speed" : 0.5 : "Controls the speed the transition takes. 1.0 means the color can change by a full 255 over 1 second."
4548

46-
constant_attn[MBase, TF2](float) : "Constant" : "0" : "The light's constant attenuation, giving the light no falloff. (This value is internally corrected with x*0.5)"
47-
linear_attn[MBase, TF2](float) : "Linear" : "1" : "The light's linear attenuation, giving the light linear decline. This is the most common attenuation for projected textures. (This value is internally corrected with x*100)"
48-
quadratic_attn[MBase, TF2](float) : "Quadratic" : "0" : "The light's quadratic attenuation, giving the light exponentially decreasing falloff. (This value is internally corrected with x*10000)"
49-
shadowatten[MBase, TF2](float) : "Shadow Atten" : "0.0" : "The attenuation of the shadows, " +
49+
constant_attn[MBase, TF2, -Strata](float) : "Constant" : "0" : "The light's constant attenuation, giving the light no falloff. (This value is internally corrected with x*0.5)"
50+
linear_attn[MBase, TF2, -Strata](float) : "Linear" : "1" : "The light's linear attenuation, giving the light linear decline. This is the most common attenuation for projected textures. (This value is internally corrected with x*100)"
51+
quadratic_attn[MBase, TF2, -Strata](float) : "Quadratic" : "0" : "The light's quadratic attenuation, giving the light exponentially decreasing falloff. (This value is internally corrected with x*10000)"
52+
shadowatten[MBase, TF2, -Strata](float) : "Shadow Atten" : "0.0" : "The attenuation of the shadows, " +
5053
"or how much the shadows should fade into the light of the projected texture, if at all. " +
5154
"The player's flashlight uses 0.35 by default, " +
5255
"although higher values may be needed for a visible effect."
@@ -55,10 +58,13 @@
5558
texturename(texture) : "Texture Name" : "effects/flashlight001" : "VTF Texture to 'project' onto the enviroment. " +
5659
"Please note that env_projectedtexture uses .vtf files directly and does not use .vmt files. " +
5760
"The material browser is only available here to assist with finding textures since materials typically have the same name as their textures."
61+
moviename[Strata](string): "Movie Name" : : ".webm file used in place of the texture."
5862
textureframe(integer) : "Texture Frame" : 0 : "If the VTF is multi-frame, specify the frame to use."
5963

60-
alwaysdraw[MBase](boolean) : "Always Draw" : 0 : "Always draws the projected texture, regardless of whether the player can see its frustum. Use this for projected textures that can be seen on monitors or in the skybox."
61-
ProjectedTextureVersion[MBase](integer) readonly : "Projected Texture Version" : 1 : "(Don't change). Differentiates between projected textures built before/outside of Mapbase and projected textures using new features."
64+
alwaysdraw[MBase, -Strata](boolean) : "Always Draw" : 0 : "Always draws the projected texture, regardless of whether the player can see its frustum. Use this for projected textures that can be seen on monitors or in the skybox."
65+
ProjectedTextureVersion[MBase, -Strata](integer) readonly : "Projected Texture Version" : 1 : "(Don't change). Differentiates between projected textures built before/outside of Mapbase and projected textures using new features."
66+
volumetric[Strata](boolean): "Enable Volumetrics" : 0 : "Enables/disables volumetrics from this projected texture."
67+
volumetricintensity[Strata](float): "Volumetric Intensity" : "1.0" : "Sets the intensity of the volumetric lighting."
6268

6369
style[engine](integer) : "Appearance" : 0
6470
style[since_P2, GMOD](choices) : "Appearance" : "0" = #snippet LightStyle
@@ -84,32 +90,41 @@
8490

8591
// Disabled by Valve in the code, emits console message.
8692
input SpotlightTexture[!CSGO, !P2](string) : "Set the spotlight texture"
93+
input SpotlightTexture[Strata](string) : "Set the spotlight texture"
94+
input SetSpotlightTextureFrame[Strata](integer) : "Sets the spotlight texture frame"
8795

8896
input EnableShadows(boolean) : "Set if the shadows are enabled."
8997
input LightColor[since_ASW, MBase, GMOD](color255) : "Change the light color/brightness"
9098
input SetLightStyle[since_P2, GMOD](integer) : "Change the lightstyle (see Appearance field for possible values)."
9199
input SetPattern[since_P2, GMOD](string) : "Set a custom pattern of light brightness for this light. " +
92100
"The Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. " +
93101
"'aaggnnttzz' would be a steppy fade in from dark to light."
94-
input SetBrightness[MBase](float) : "Sets brightness."
95-
input SetColorTransitionTime[MBase](float) : "Sets the color transition time."
96-
97-
input SetConstant[MBase](float) : "Sets the constant attenuation."
98-
input SetLinear[MBase](float) : "Sets the linear attenuation."
99-
input SetQuadratic[MBase](float) : "Sets the quadratic attenuation."
100-
input SetFilter[MBase](float) : "Sets the shadow filter."
101-
input SetShadowAtten[MBase](float) : "Sets the shadow attenuation."
102-
input SetSpotlightFrame[MBase](string) : "Sets the spotlight texture frame."
103-
input AlwaysDrawOn[MBase](void) : "Turns off BBox culling (for skybox or monitor lights)"
104-
input AlwaysDrawOff[MBase](void) : "Turns on BBox culling if it was off before"
105-
input StopFollowingTarget[MBase](void) : "Causes this entity to stop following the target, if it has one"
106-
input StartFollowingTarget[MBase](void) : "Causes this entity to start following the target if it was set to not follow it before"
102+
input SetBrightness[MBase, -Strata](float) : "Sets brightness."
103+
input SetColorTransitionTime[MBase, -Strata](float) : "Sets the color transition time."
104+
105+
input SetConstant[MBase, -Strata](float) : "Sets the constant attenuation."
106+
input SetLinear[MBase, -Strata](float) : "Sets the linear attenuation."
107+
input SetQuadratic[MBase, -Strata](float) : "Sets the quadratic attenuation."
108+
input SetFilter[MBase, -Strata](float) : "Sets the shadow filter."
109+
input SetShadowAtten[MBase, -Strata](float) : "Sets the shadow attenuation."
110+
input SetSpotlightFrame[MBase, -Strata](string) : "Sets the spotlight texture frame."
111+
input AlwaysDrawOn[MBase, -Strata](void) : "Turns off BBox culling (for skybox or monitor lights)"
112+
input AlwaysDrawOff[MBase, -Strata](void) : "Turns on BBox culling if it was off before"
113+
input StopFollowingTarget[MBase, -Strata](void) : "Causes this entity to stop following the target, if it has one"
114+
input StartFollowingTarget[MBase, -Strata](void) : "Causes this entity to start following the target if it was set to not follow it before"
107115

108116
input SetNearZ[since_P2, GMOD](float) : "Sets the near Z distance."
109117
input SetFarZ[since_P2, GMOD](float) : "Sets the far Z distance."
110118
input LightOnlyTarget[INFRA](bool) : "Set if the projected texture lights the target only."
111119
input LightWorld[INFRA](bool) : "Set if the projected texture lights the world and static geometry."
112120
input Ambient[GMod, INFRA](float) : "Set ambient light amount"
113121

122+
input LightOnlyTarget[Strata](bool) : "Set if the projected texture lights the target only."
123+
input LightWorld[Strata](bool) : "Set if the projected texture lights the world and static geometry."
124+
input EnableVolumetrics[Strata](bool) : "Set if the volumetrics are enabled."
125+
input SetVolumetricIntensity[Strata](float) : "Sets the volumetric lighting's intensity."
126+
input SetBrightnessScale[Strata](float) : "Sets the brightness."
127+
input SetShadowSize[Strata](integer) : "Set the size exponent of this light's shadowmap."
128+
114129
@resources []
115130
]

fgd/point/linked_portal_door.fgd

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,11 +1,14 @@
11
@PointClass base(BaseEntityPoint, LinkedPortalDoor, ToggleDraw)
22
appliesto(P2)
33
studio("models/editor/angle_helper.mdl")
4-
iconsprite("editor/portal_dual.vmt") = linked_portal_door: "A door which is linked by a portal to another 'linked_portal_door' entity. " +
4+
iconsprite("editor/portal_dual.vmt")
5+
orientedwidthheighthalf[STRATA](width, height)
6+
= linked_portal_door: "A door which is linked by a portal to another 'linked_portal_door' entity. " +
57
"Portal shots will pass through, and no effect appears at the edges."
68
[
79
partnername(target_destination) report: "Linked Partner" : : "Another 'linked_portal_door' entity which will link to this one."
810
width(integer) : "Half-Width (G)" : 64 : "Half the width of the portal, on the Green axis."
911
height(integer) : "Half-Height (B)" : 64 : "Half the height of the portal, on the Blue axis."
12+
isstatic[STRATA](boolean): "Static Portal" : 0 : "If set to true, this portal does not ever move or toggle, and allows VRAD to cast light through it."
1013
startactive(boolean) : "Start Active" : 0 : "Whether to start the linkage as active from the start."
1114
]

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