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Merge pull request #17 from Project-Collapse-Studios/p2ce-volumetrics
P2ce volumetrics
2 parents 7f947e5 + b70a782 commit 3002fde

31 files changed

Lines changed: 178 additions & 48 deletions

db/factories/momentum.txt

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@@ -338,6 +338,7 @@ trigger_hierarchy
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trigger_impact
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trigger_jumppad
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trigger_look
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trigger_momentum_disallowcheckpoint
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trigger_momentum_limitmovement
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trigger_momentum_progress
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trigger_momentum_promptinput

fgd/bases/BaseClusteredDynLight.fgd

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1: "Static Only"
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]
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_volumetricmode(choices) : "Volumetric light mode" : 2 : "The type of volumetric lighting to use for the light." =
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[
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0: "None"
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2: "Dynamic Only"
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]
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slopescale(float) : "Slope Scale" : 1.0 : "Shadowmap slope scale. Higher values tend to eat away at the contact shadow, but can get rid of shadow acne. Higher values will also tend to shine through small shadow blockers"
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_dynamic_priority(choices) : "Dynamic Priority" : 1 : "States how important it is for this light to be dynamic, in lower spec pcs this light will turn static on Low/Medium, High means it's always dynamic." =
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[
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0: "Low"
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texturename(string) : "Cookie Texture Name" : "" : "The cookie texture to use for the light. An empty value means no cookie texture."
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textureframe(integer) : "Cookie Texture Frame" : 0 : "The frame of the cookie texture to use for the light."
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volumetric_lightscale(float) : "Volumetric Light Scale" : 1.0 : "The amount to scale the light's contribution in volumetric lighting"
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volumetric_density(float) : "Volumetric Density" : 0.0 : "The volumetric density 'created' by the light. If a light would light an area of space, it adds this density to that area."
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input SetCookieTexture(string) : "Set the cookie texture of this light. An empty value means no cookie texture."
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input SetCookieTextureFrame(integer) : "Set the frame texture of the cookie texture for this light."
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input SetVolumetricLightScale(float) : "Set the volumetric light scale of this light."
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input SetVolumetricDensity(float) : "Set the volumetric density of this light."
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]

fgd/bases/BaseClusteredLight.fgd

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[
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0: "None"
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1: "Static Only"
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]
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_initialshadowsize(choices) : "Initial Shadow Size" : 3 : "The initial shadow resolution exponent for shadowed lights. Each increment of one doubles both dimensions of the shadowmap, making shadows appear sharper as a result." =
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[
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1: "1"
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2: "2"
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3: "3"
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4: "4"
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5: "5"
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6: "6"
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7: "7"
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]
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_initialshadowsize(integer) : "Initial Shadow Size" : 3 : "The initial static shadow resolution exponent. Only relevant for static shadow allocation. Adding 1 to this value doubles both dimensions of the shadowmap."
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nearz(float) : "Near Z" : 4.0 : "Near Z for this light. Determines where shadows start to be cast. Inside the nearz radius, the light is still visible, but anything inside it won't cast shadows"
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input SetShadowSize(integer) : "Set the size exponent of this light's shadowmap(s)."

fgd/bases/BasePortButton.fgd

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0 : "Solid"
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1 : "Non-Solid"
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]
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filtername(filterclass) : "Filter Name" : : "A filter entity that restricts which things can press the button. If set, the builtin filtering is disabled."
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// Inputs
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input PressIn(void) : "Activate the button as if it was pressed, sending it to the bottom position."
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// Outputs
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output OnPressed(void) : "Called when the button has been pressed."
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output OnUnPressed(void) : "Called when the button has been released."
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output OnPressedPlayer[engine](void) : "Called when the button is pressed by a player - useless on cube/sphere buttons."
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output OnPressedCube(void) : "Called when the button is pressed by a cube (specifically a non-player)."
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]

fgd/bases/PaintableProp.fgd

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@BaseClass
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appliesto(P2CE)
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= PaintableProp
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[
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output OnPainted(integer): "Fired when the prop has been painted with a new paint type, other than cleansing gel. The parameter is the paint type number."
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output OnUnPainted(void): "Fired when the prop has been cleaned after being painted."
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]
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@SolidClass base(Trigger)
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appliesto(MOMENTUM)
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= trigger_momentum_disallowcheckpoint : "Trigger that prevents the player from using checkpoints inside the volume."
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[
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]

fgd/point/env/env_spark.fgd

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3: "Long"
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]
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sparktype(choices) : "Spark Type" : 0 =
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[
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0: "ConVar (fx_new_sparks)"
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1: "New"
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2: "Old"
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]
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spawnflags(flags) : "spawnflags" =
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[
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64: "Start ON" : 0
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512: "Directional" : 0
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]
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sound(sound) : "Sound" : "DoSpark" : "The sound script to play when sparking."
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// Inputs
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input StartSpark(void) : "Start the spark effect."

fgd/point/filter/filter_activator_surfacedata.fgd

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@FilterClass base(filter_base)
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iconsprite("editor/filter_generic.vmt")
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iconsprite("editor/l2/filter_activator_surfacedata.vmt")
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= filter_activator_surfacedata : "A filter that tests the activator's surface data."
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[
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filtersurfaceprop[engine](string) : "Surface"

fgd/point/info/info_portal_gamerules.fgd

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1: "Basic paint gun"
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2: "Fully-upgraded paint gun"
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]
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showportalpaintprops(boolean) : "Show Conversion Gel on Props" : 0 : "Force Conversion Gel to be visible on props like cubes and turrets. This should be set for situations where this serves some gameplay purpose."
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maxhealth(integer) : "Maximum player health" : 100 : "Specifies the maximum health limit for players."
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]

fgd/point/logic/logic_console.fgd

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@PointClass base(BaseEntityPoint)
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iconsprite("editor/logic_console.vmt")
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iconsprite("editor/l2/logic_console.vmt")
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= logic_console : "Sends messages to the console. Not to be confused with point_clientcommand or point_servercommand."
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[
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// Keys

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