fixed it
This commit is contained in:
DankParrot 2016-09-06 20:07:13 -07:00
parent 16b74f28cd
commit 38b03c7c69
2 changed files with 7 additions and 51 deletions

View file

@ -16,19 +16,18 @@ Files touched: viewrender.cpp
Files added: ShaderEditorSystem.cpp, ShaderEditorSystem.h, SEdit_ModelRender.cpp, SEdit_ModelRender.h, SEdit_ModelRender.h, ISEdit_ModelRender.h, more files that i can't remember
Notes: Run with the launch parameter "-shaderedit" to open SSE
<<<<<<< HEAD
**********
Prop Scaling
Static Prop Scaling
**********
Authors(s): DankParrot
Files modified:
utils/vbsp/StaticProp.cpp
(and other related files)
game\sdk2013CE\sdk2013ce.fgd
=======
/*********
game\sdk2013CE\sdk2013ce.fgd
*********
*********
Author(s): Marnamai
Files touched: c_detailobjectsystem.cpp
Notes: Enabled shape support / Fixed aspect ratio for detail.vbsp / Allowed vertex lit models
/*********
>>>>>>> origin/master

View file

@ -28,7 +28,6 @@
output OnIgnite(void) : "Fired when this object catches fire."
]
<<<<<<< HEAD
@BaseClass base(Angles, DXLevelChoice) = prop_static_base
[
model(studio) : "World Model"
@ -41,28 +40,10 @@
6: "Use VPhysics"
]
disableshadows(choices) : "Disable Shadows" : 0 =
=======
// lightprop("models/editor/spot.mdl") <---- use this once the orientation is unfucked
@PointClass base(Targetname, Parentname, Angles) size(-2 -2 -2, 2 2 2) frustum(lightfov,nearz,farz,lightcolor,-1) = env_projectedtexture :
"Projected texture entity."
[
spawnflags(flags) =
[
1 : "Enabled" : 1
]
target(target_destination) : "target" : : "target"
lightfov(float) : "FOV" : "90.0" : "FOV"
nearz(float) : "NearZ" : "4.0" : "Near Z for projected texture"
farz(float) : "FarZ" : "750.0" : "Far Z for projected texture"
enableshadows(Choices) : "Enable Shadows" : 0 : "Enables/disables shadows from this projected texture." =
>>>>>>> origin/master
[
0 : "No"
1 : "Yes"
]
<<<<<<< HEAD
screenspacefade(choices) : "Screen Space Fade" : 0 : "The method by which the fading distance should be determined. If 'No', the fade distances is the distance from the player's view to the object, in inches. If 'Yes', the fade distance is the size of the object onscreen, in pixels." =
[
0 : "No"
@ -75,42 +56,18 @@
" Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances."
lightingorigin(target_destination) : "Lighting Origin" : "" : "Select an info_lighting to specify a location to sample lighting from, instead of using this entity's origin."
disablevertexlighting(choices) : "Disable Vertex lighting" : 0 =
=======
shadowquality(Choices) : "Shadow Quality" : 1 : "Quality of shadows." =
[
0 : "Low"
1 : "High"
]
lightonlytarget(Choices) : "Light Only Target" : 0 : "Limit flashlight effect to only effect target entity." =
>>>>>>> origin/master
[
0 : "No"
1 : "Yes"
]
<<<<<<< HEAD
disableselfshadowing(choices) : "Disable Self-Shadowing with vertex lighting" : 0 =
=======
lightworld(Choices) : "Light World" : 1 : "Control whether flashlight effects static world geometry." =
>>>>>>> origin/master
[
0 : "No"
1 : "Yes"
]
<<<<<<< HEAD
ignorenormals(choices) : "Ignore surface normal for computing vertex lighting" : 0 =
[
0 : "No"
1 : "Yes"
]
]
=======
lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity"
cameraspace(integer) : "Camera Space" : 0 : "Angles are interpreted as being relative to camera."
texturename(material) : "Texture" : : "path/texture to be projected. Relative to main/materials/"
// Inputs
input TurnOn(void) : "Turn on the texture"
input TurnOff(void) : "Turn off the texture"
input SetFOV(float) : "Set FOV"
]
>>>>>>> origin/master
]