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
bemode
Syntax
bemode <mode>
Overview
Filters which back end rendering features are drawn on top of the material. While you're not encouraged to be overriding this value, it is sometimes necessary.
Modes
These are the different modes that we can specify.
rtlight
All light types will be drawn onto this surface.
rtlight_only
Dynamic lights only.
rtlight_smap
Shadowmaps only.
rtlight_spot
Spotlights only.
rtlight_cube
Cubemap lights only.
rtlight_cube_smap
Cubemap lights and shadowmaps only.
rtlight_cube_spot
Cubemap lights and spotlights only.
rtlight_spot_smap
Spot lights and shadowmaps only.
rtlight_cube_spot_smap
Cubemap lights, spot lights and shadowmaps only.
crepuscular
For skies that might cast rays.
Those are rendered to a frame buffer object (with everything else being [depthdark](@ref bemode_depthdark)) and is then applied to the screen as a post-processing effect.
depthonly
Used mainly by shadow maps.
depthdark
Black depth passes only.
Used to draw a black world, when r_shadow_realtime_world_lightmaps
is 0
for example.
gbuffer
prelight
Deferred lighting only.
fog
Fog layer only.