nuclide/base/scripts/sprites.shader
Marco Cawthorne d41b90c081 Base: Give some love to base/
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
2025-01-02 18:53:55 -08:00

70 lines
919 B
GLSL

sprites/glow_test02
{
surfaceParm trans
surfaceParm nomarks
surfaceParm nolightmap
surfaceParm nonsolid
cull none
{
clampmap "gfx/sprites/glow_test02.tga"
blendFunc add
rgbGen vertex
}
}
sprites/light_glow03
{
surfaceParm trans
surfaceParm nomarks
surfaceParm nolightmap
surfaceParm nonsolid
cull none
{
clampmap "gfx/sprites/light_glow03.tga"
rgbGen vertex
blendFunc add
}
}
sprites/muzzle_front
{
surfaceParm trans
surfaceParm nonsolid
cull none
{
clampmap "gfx/sprites/muzzle_front.tga"
blendFunc add
alphaGen vertex
}
}
sprites/shotgun_front
{
surfaceParm trans
surfaceParm nonsolid
cull none
{
clampmap "gfx/sprites/shotgun_front.tga"
blendFunc add
alphaGen vertex
}
}
sprites/laser
{
surfaceParm trans
surfaceParm nomarks
surfaceParm nolightmap
surfaceParm nonsolid
cull none
{
clampmap "gfx/sprites/laser.tga"
rgbGen vertex
blendFunc add
}
}