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Commit 7f947e5

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Merge pull request #13 from Project-Collapse-Studios/p2ce_upstream
P2CE upstream
2 parents 94eea28 + b4c65aa commit 7f947e5

5 files changed

Lines changed: 42 additions & 17 deletions

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fgd/bases/BaseClusteredDynLight.fgd

Lines changed: 18 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -6,24 +6,33 @@
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2: "Shadowed" : 0
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4: "Always Update": 0
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]
9-
_lightmode(choices) : "Light mode" : 2 =
9+
_specularmode(choices) : "Specular light mode" : 2 : "The type of specular lighting to use for the light." =
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[
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0: "Static"
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2: "Static Bounce"
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3: "Fully Dynamic"
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0: "None"
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2: "Dynamic Only"
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]
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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."
18-
14+
_directmode(choices) : "Direct light mode" : 2 : "The type of direct lighting to use for the light." =
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[
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0: "None"
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1: "Static Only"
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2: "Dynamic Only"
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]
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_indirectmode(choices) : "Indirect light mode" : 1 : "The type of indirect (e.g. bounce) lighting to use for the light." =
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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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_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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1: "Medium"
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2: "High"
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]
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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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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."
28-
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]

fgd/bases/BaseClusteredLight.fgd

Lines changed: 14 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -5,17 +5,24 @@
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1: "Initially dark" : 0
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2: "Shadowed" : 0
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]
8-
_lightmode(choices) : "Light mode" : 0 : "The level of dynamic lighting to use for this light. 'Static' lights have no dynamic or specular lighting, and produce direct and bounced static lightmaps. 'Specular' lights have specular lighting, and produce direct and bounced static lightmaps. 'Static Bounce' lights have dynamic direct and specular lighting, and produce only bounced static lightmaps. 'Fully Dynamic' lights have dynamic direct and specular lighting, and produce no static lightmaps." =
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_specularmode(choices) : "Specular light mode" : 0 : "The type of specular lighting to use for the light." =
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[
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0: "Static"
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1: "Specular"
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2: "Static Bounce"
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3: "Fully Dynamic"
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0: "None"
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2: "Dynamic Only"
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]
13+
_directmode(choices) : "Direct light mode" : 1 : "The type of direct lighting to use for the light." =
14+
[
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0: "None"
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1: "Static Only"
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2: "Dynamic Only"
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]
19+
_indirectmode(choices) : "Indirect light mode" : 1 : "The type of indirect (e.g. bounce) lighting to use for the light." =
20+
[
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0: "None"
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1: "Static Only"
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]
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16-
_dynamicshadowallocation(boolean) : "Use dynamic shadow allocation" : 0 : "Determines whether the map (static) or the engine (dynamic) should dictate the size of the shadows for this light."
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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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_shadowscale(float) : "Shadow Size Scale" : "1.0" : "Scales the shadowmap resolution exponent. Only relevant for dynamic shadow allocation. For example, a scale of 3.0 will give this light shadowmaps 8 (2^3) times as large as they would usually be."
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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/BaseDustParticleSpawner.fgd

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -3,10 +3,12 @@
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= BaseDustParticleSpawner
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[
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startdisabled(boolean) : "Start Disabled" : 0
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color(color255) : "Particle Color (R G B)" : "255 255 255"
6+
color(color255) : "Start Particle Color (R G B)" : "255 255 255"
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color2(color255) : "End Particle Color (R G B)" : "255 255 255"
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spawnrate(integer) : "Particle Per Second" : 40 : "Number of particles to spawn, per second."
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speedmax(integer) : "Maximum Particle Speed" : 13 : "Maximum speed that the particles can move after spawning."
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fallspeed(integer) : "Particle Fall Speed" : 0 : "How fast the particles fall to the ground. This value is subtracted from the particle speed in the Z-axis only."
11+
falldirection(vector) : "Particle Fall Direction" : "0 0 0" : "The direction the particles should fall towards, if they are affected by gravity. Note: setting this vector will prevent the particles from being affected by wind."
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lifetimemin(integer) : "Minimum Particle Lifetime" : 3 : "Minimum number of seconds until each particle dies. Particles live for a random duration between this and 'Maximum Particle Lifetime'."
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lifetimemax(integer) : "Maximum Particle Lifetime" : 5 : "Maximum number of seconds until each particle dies. Particles live for a random duration between 'Minimum Particle Lifetime' and this. Will be clamped to a max of 15."
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distmax(integer) : "Maximum Visible Distance" : 1024 : "Maximum distance at which particles are visible. They fade to translucent at this distance."
@@ -19,4 +21,5 @@
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// Inputs
2022
input TurnOn(void) : "Turn on."
2123
input TurnOff(void) : "Turn off."
24+
input SetFallDirection(vector) : "Update the particle fall direction."
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]

fgd/brush/trigger/trigger_gravity.fgd

Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -3,4 +3,7 @@
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[
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gravity(float) : "Gravity (0-1)" : 1
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persist(boolean) : "Persist" : 0 : "Whether the gravity change persists. A setting of 0 will reset gravity to default on exiting. 1 will persist and thus act like how it did in older games like TF2."
6+
gravityvector(angle) : "Gravity Direction" : "90 0 0" : "Override the gravity vector of players and paint blobs touching the volume to this direction."
7+
8+
input SetGravityDirection(vector) : "Update the gravity vector."
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]

fgd/brush/trigger/trigger_vphysics_motion.fgd

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Original file line numberDiff line numberDiff line change
@@ -7,6 +7,8 @@
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]
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setgravityscale(float) : "Gravity Scale" : 1.0 : "Scale gravity of objects in the field by this amount."
10+
setgravitydirection(vector) : "Gravity Direction" : "0 0 0" : "Orient gravity for objects in the field towards this direction."
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disableaircontrol(boolean) : "Disable Air Control" : 1 : "Disable air control for players touching this volume."
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setadditionalairdensity(float) : "Additional air density for drag" : 0
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setvelocitylimit(float) : "Velocity Limit" : 0.0 : "Max velocity in field (0 disables)"
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setvelocitylimitdelta(float) : "Velocity Limit Force" : 0.0 : "Max amount to reduce velocity per second when it exceeds the velocity limit (0 disables)"
@@ -32,4 +34,5 @@
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input SetAngVelocityLimit(float) : "Max angular velocity in field."
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input SetAngVelocityScale(float) : "Angular Velocity scale/drag"
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input SetLinearForce(float) : "Linear force (0 disables)"
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input SetGravityDirection(vector) : "Update the gravity direction."
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]

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