VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
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Material Command List
Here is a list of all the commands that can be contained within a material definition file, like a mat or a shader file.
There are three different kinds of commands:
- Surface Specific
- Stage/Layer Specific
- vmap Specific
Surface specific commands affect the entire surface, or sometimes whole brush-volume it belongs to. Example commands may be @ref surfaceparm.
Stage/Layer specific commands only affect one part of the rendering stage. Generally anything within a sub-block of braces ({ }
) is a stage. It defines a layer to draw on top of the surface.
Due to how simple most surfaces are, you don't have to define a stage. It is often enough to set @ref program, @ref diffuseMap and you're rendering a surface handled entirely by the GPU.
Some operations, such as [deformVertexes](@ref deformVertexes) or [tcMod](@ref tcMod) are done on the CPU. While you can use those, know that moving that action into a [Shader Program](@ref shaders) is recommended.