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
19 lines
748 B
Text
19 lines
748 B
Text
Everything in this .pk3dir is licensed under the GPL V2.
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Two example skyboxes are included:
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textures/skies/smudge:
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Which is a LDR, single cubemap, skybox.
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textures/skies/dune:
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Which is HDR capable. So depending on the irisadaption level the sky will
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darken, or brighten. r_hdr_irisadaption needs to be set to 1.
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textures/skies/recotta:
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Which is an LDR night-sky. A map using this does not need a light_environment
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entity to light the scene. The compiler will approximate even lighting for the
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entire level based around said sky.
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textures/skies/yukongold:
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Which is a skybox with a background, clouds rendered on top, with another
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foreground box layered on top of the clouds. This is so the clouds can go
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behind mountains or whatever you'd like.
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