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- Found and organized by GabeFollower
- THIS IS THE FIRST DRAFT OF SORTING ALL THE FINDINGS IN THE LATEST CS2 UPDATE
- THIS PASTEBIN WILL BE UPDATED LATER, STAY TUNED
- https://github.com/SteamDatabase/GameTracking-CS2/commit/d0e613931734a53f826500edafdc35c142d087d5
- ================================================================
- HLX Mentions
- ================================================================
- +hlx_configurable_lightweight_body_collection
- +hlx_configurable_lightweight_body_entity
- +@PointClass base(Targetname, Parentname) tags( AI ) sphere(volume) iconsprite("editor/ai_sound.vmat") = ai_volumetric_event :
- "Event Types" +
- "- Thumper (HLX): causes antlions to run away briefly"
- ================================================================
- Fans
- ================================================================
- message AddFan {
- + optional bool active = 1;
- + optional .CMsgVector bounds_mins = 2;
- + optional .CMsgVector bounds_maxs = 3;
- + optional .CMsgVector fan_origin = 4;
- + optional .CMsgVector fan_origin_offset = 5;
- + optional .CMsgVector fan_direction = 6;
- + optional float force = 7;
- + optional string fan_force_curve = 8;
- + optional bool falloff = 9;
- + optional bool pull_towards_point = 10;
- + optional float curve_min_dist = 11;
- + optional float curve_max_dist = 12;
- + message UpdateFan {
- + optional .CMsgVector fan_origin = 2;
- + optional .CMsgVector fan_origin_offset = 3;
- + optional .CMsgVector fan_direction = 4;
- + optional float fan_ramp_ratio = 7;
- + optional .CMsgVector bounds_mins = 5;
- + optional .CMsgVector bounds_maxs = 6;
- + message SetParticleClusterGrowth {
- + optional float duration = 1;
- + optional .CMsgVector origin = 2;
- optional .CUserMsg_ParticleManager.AddFan add_fan = 39;
- + optional .CUserMsg_ParticleManager.UpdateFan update_fan = 40;
- + optional .CUserMsg_ParticleManager.SetParticleClusterGrowth set_particle_cluster_growth = 41;
- +CHandle< CInfoFan>
- +CInfoFan
- +CTriggerFan
- +trigger_fan
- +trigger_fan_debug
- +trigger_fan_player_windblock_debug
- +fan_info_fan
- +fan_noise_direction_degrees
- +fan_noise_speed
- +fan_npc_force
- +fan_particle_force_scale
- +fan_player_windblock
- ================================================================
- Gravity, Water
- ================================================================
- +gravity force
- +gravity scale
- +m_bSampleGravity
- +m_bSampleWater
- +m_vGravity
- +NavGravity_t
- +m_vecGravityForce
- +!m_bSampleGravity
- +!m_bSampleWater
- +!m_bSampleWater || m_bSampleGravity
- +!m_bSetMagnitude
- +!m_bSetOrientation
- +IS_EFFECTS_WATER_LAYER
- +Weight for the 2nd most active material around a probe.
- +Weight for the most active material around a probe.
- +A weight determining the frequency at which this model is placed relative to other models within the detail type. The weights of all models are summed and the probability of selecting this model is its weight divided by the sum weight.
- +Activity %s has %d sequences with a total weight of %d!\n
- +NAVGEN Gravity: Unsupported info_gravity_shift/info_nav_oriented type %d - ignoring this entity.\n
- +water_tube
- +CCSPlayer_WaterServices
- +World friction.
- +World gravity.
- +m_flWaterEntryTime
- +m_flWaterJumpTime
- +m_flWaterLevel
- +m_flWaterNextTraceTime
- +m_flWaterWorldZ
- +m_nWaterSpeed
- +m_nWaterType
- +m_nWaterWakeMode
- +m_vecWaterJumpVel
- ================================================================
- Mood System
- ================================================================
- +MoodAnimationLayer_t
- +MoodAnimation_t
- +m_nMoodType
- ================================================================
- Revolving (rotatable) Door
- ================================================================
- +DOOR_CLOSED
- +DOOR_CLOSING
- +DOOR_OPEN
- +DOOR_OPENING
- +DOOR_ROTATING_OPEN_BACKWARD
- +DOOR_ROTATING_OPEN_BOTH_WAYS
- +DOOR_ROTATING_OPEN_FORWARD
- +DOOR_SPAWN_AJAR
- +DOOR_SPAWN_CLOSED
- +DOOR_SPAWN_OPEN_BACK
- +DOOR_SPAWN_OPEN_FORWARD
- ================================================================
- NPC Physics Hull
- ================================================================
- +NPCPhysicsHullType_t
- +.?AVCModelDocHelper_NPCPhysicsHull@@
- +npcphysicshull
- forcedynamichull(boolean) [ group="Physics Properties" ] : "Force Dynamic Hull" : 0 : "Force this NPC to use a dynamic hull even if its vdata doesn't request it"
- +@ModelGameData
- +game_data_list( CNPCPhysicsHull )
- + node_name_key = "m_sName"
- += CNPCPhysicsHull [ ]
- +CNPCPhysicsHull
- npcphysicshull{}
- ================================================================
- Orientation Warp
- ================================================================
- +OrientationWarpMode_t
- +OrientationWarpNodeInstanceData_t
- +OrientationWarpRootMotionSource_t
- +OrientationWarpTargetOffsetMode_t
- +If set, orientation warp pivots around the model center instead of abs origin.
- +If the angle delta between the current face direction and the target face direction is more than this angle, no warping will occur.
- +If the source animation has no rotation root motion and there is no tag present that specifies rotation warp section, rotation will be introduced only during linear root motion.
- +Normally the orientation warp will take the shortest arc to align entity's forward vector with the target. With this option enabled it will rotate in the direction that includes passing through the preferred rotation direction parameter unless the resulting rotion is larger than the threshold specified.
- +Only warp if there is a warp tag active. Otherwise this node will warp whenever it's active
- +Orientation warp will never rotate angle larger than this even if it means not passing through the preferred rotation direction
- +Warp orientation around center
- +Warp orientation during translation
- ================================================================
- Hair
- ================================================================
- +RenderHairStrandInfo_t
- +m_hairPositionOffsets
- +m_hairs
- +%s_group%d_groom_albedo
- +%s_group%d_groom_combined_density
- +%s_group%d_groom_tangents
- +HairShader
- +ApplyHairAoLayer
- +Auto Hair Strand Culling
- +Guide Hair Visualization
- +Guide Hair update
- +GuideHairDensityBuffer
- +Hair Debug Settings
- +Hair Sim
- +HairAndHeadDensityTexture
- +HairAoTexture
- +HairDyeColor
- +HairFinalComposite
- +HairTangentTexture
- +HairVolumeInfoBuffer
- +HairVolumeInfoBufferCount
- +HairVolumeTexture
- +HairVoxelizationLayer
- +HairWorldTransform
- +ResolvedHairCombinedDensityTexture
- +ResolvedHairCombinedDensityTextureMip1
- +ResolvedHairCombinedDensityTextureMip2
- +ResolvedHairCombinedDensityTextureMip3
- +ResolvedHairCombinedDensityTextureMip4
- +ResolvedHairDensityTexture
- +ResolvedHairDensityTextureMip1
- +ResolvedHairDensityTextureMip2
- +ResolvedHairDensityTextureMip3
- +ResolvedHairDensityTextureMip4
- +ResolvedHairTangentTexture
- +SampleHairDensityTexture
- +SceneSystem/Hair Debug UI
- +WS hair verts
- +hairsim_force_fixed_timestep
- +hairsim_reset
- +hairtangentaccumvolume
- +materials/dev/hair_composite.vmat
- +r_force_thick_hair
- +r_hair_ao
- +r_hair_debug_guides
- +r_hair_indirect_transmittance
- +r_hair_meshshader
- +r_hair_shadowtile
- +r_hair_voxels
- +r_hair_wind_global_scale
- +r_hair_wind_min_noise_speed
- +r_hair_wind_motion_scale
- +r_hair_wind_noise
- +r_hair_wind_noise_occlusion
- +r_hair_wind_noise_size
- +r_hair_wind_occlusion
- +r_haircull_percent
- +r_hairsort
- +r_render_hair
- +.?AVCModelDocGroomGroup@@
- +CModelDocGroomGroup
- +CModelDocGroomMeshFile
- +Can't find this node in the list of all groom group nodes.
- +Groom root bone "%s" doesn't exist
- +GroomGroup
- +tools/images/modeldoc_editor/outliner_icon_groomgroup.png
- +Draw Hair
- +ToggleHair
- +renderHair
- +Strand Count
- +Strand Segments
- ================================================================
- Physical Properties
- ================================================================
- +density
- +elasticity
- +m_density
- +m_elasticity
- +m_flElasticity
- +m_flPlasticity
- +m_flDensityMax
- +m_flDensityMin
- +m_nDensity
- +Voxelize Density
- +flow_speed
- +m_flDensity
- +.?AVCDeformablePropHelper@@
- +.?AVCPointDeformerHelper@@
- +angular_drag
- +angular_only
- +deformable
- +deformable_cable_radius
- +deformable_prop
- +point_deformer
- +prop_deformable
- +burn_forever
- +burn_time_max
- +can_electrify
- +deformer
- ================================================================
- Surface Properties
- ================================================================
- + "surfaceattribute.resonant" "Resonant"
- + "surfaceattribute.audioHardMinVelocity" "Hard Velocity Threshold"
- + "surfaceattribute.occlusionFactor" "Occlusion Factor"
- +materials/dev/reflectivity_80_flammable.vmat_c CRC:00175e1d43 size:3229
- + "surfaceattribute.wheelfrictionscale" "Wheel Friction Scale"
- + "surfaceattribute.wheelfrictionscale:help" "Additional friction scale applied for wheels driving over this surface (on top of the physics friction coefficient)"
- + "surfaceattribute.heatconductivity:help" "How quickly this material absorbs heat from nearby heat sources, 0-1, where <= 0 makes it impossible to heat."
- + "surfaceattribute.flashpoint" "Flashpoint"
- + "surfaceattribute.flashpoint:help" "How hot this material needs to be to light on fire, from 0-1, where <0 or >1 makes it not flammable."
- + "surfaceattribute.burnfuel" "Burn Fuel (in seconds)"
- + "surfaceattribute.burnfuel:help" "How long this surface could be ignited for before it runs out of fuel. Once the fuel is spent it can't be reignited. -1 indicates infinite fuel."
- + "surfaceattribute.heataura" "Heat Aura (in units) "
- + "surfaceattribute.heataura:help" "How close something has to be to this surface to be heated by it."
- + "surfaceattribute.burndamage" "Burn Damage (Multiplier)"
- + "surfaceattribute.burndamage:help" "How much this surface modifies how much damage the fire on it gives."
- + "surfaceattribute.immediateignition" "Should Ignite Entities Immediately"
- + "surfaceattribute.immediateignition:help" "Whether this should immediately ignite any entities that come into contact with it."
- + "surfaceattribute.flamestyle" "Flame Style"
- + "surfaceattribute.flamestyle:help" "What sort of visuals should this fire use."
- + "surfaceattribute.firesound" "Burning Sound"
- + "surfaceattribute.firesound:help" "What sound this makes when it's burning."
- + "surfaceattribute.soundstackmaterial" "Soundstack Material"
- + "surfaceattribute.soundstackmaterial:help" "A string that may be consumed in the soundsystem for purposes of switching materials. "
- ================================================================
- Wind
- ================================================================
- +m_flWindDrag
- +m_flWindage
- +windController
- +SceneSystem/WindController
- +WindControllerConstantBuffer_t
- +WindControllerManifest
- +WindPrevFrame
- +materials/dev/wind_noise_cs.vmat
- +materials/dev/wind_update_cs.vmat
- +materials/dev/wind_controller_visualize.vmat_c CRC:009699f979 size:1512
- +materials/dev/wind_noise_cs.vmat_c CRC:0075090808 size:1156
- +materials/dev/wind_update_cs.vmat_c CRC:00dfe694fb size:1155
- +wind volumes
- +wind_noise_0.vtex
- +wind_noise_1.vtex
- +wind_state_0.vtex
- +wind_state_1.vtex
- +wind_system_debug_volumes
- +wind_system_default_resolution_xy
- +wind_system_default_resolution_z
- +wind_system_default_sample_min_spacing
- +wind_system_temporal_smoothing
- +WindDir
- +WindOffset
- +WindStrengthFreq
- +r_world_wind_dir
- +r_world_wind_frequency_grass
- +r_world_wind_frequency_trees
- +r_world_wind_offset_speed
- +r_world_wind_smooth_time
- +r_world_wind_strength
- +WindController
- +.?AVCVisualizeWindSceneObject@@
- +.?AVCVisualizeWindSceneObjectDesc@@
- +.?AVCWindControllerHelper@@
- +C:\buildworker\csgo_rel_win64\build\src\mapdoclib\windcontrollerhelper.cpp
- +VisualizeWindSceneObject
- +WindDirection
- +WindSpeed
- +env_wind_controller
- +env_wind_volume
- +materials/dev/wind_controller_visualize.vmat
- +maxgust
- +maxgustdelay
- +maxwind
- +mingust
- +mingustdelay
- +minwind
- +wind_controller
- +wind_direction_variation
- +wind_speed_variation
- +wind_turbulence
- + WindSpeed( float ) { group="Wind" min="-1.0" max="1.0" } : "Wind Speed" : "0.0"
- + WindDirection( vector ) { group="Wind" } : "Wind Direction" : "0.0 0.0 0.0"
- +shaders/vfx/wind_controller_visualize.ini CRC:0000000000 size:0
- +shaders/vfx/wind_controller_visualize_pc_50_features.vcs CRC:00cfe9e8b1 size:5785
- +shaders/vfx/wind_controller_visualize_pc_50_ps.vcs CRC:00a1af3452 size:1274
- +shaders/vfx/wind_controller_visualize_pc_50_vs.vcs CRC:001ccdab07 size:12118
- +shaders/vfx/wind_noise_cs.ini CRC:0000000000 size:0
- +shaders/vfx/wind_noise_cs_pc_50_cs.vcs CRC:001f9ae66d size:4745
- +shaders/vfx/wind_noise_cs_pc_50_features.vcs CRC:0048ae27aa size:1325
- +shaders/vfx/wind_update_cs.ini CRC:0000000000 size:0
- +shaders/vfx/wind_update_cs_pc_50_cs.vcs CRC:0032418462 size:7163
- +shaders/vfx/wind_update_cs_pc_50_features.vcs CRC:0073522164 size:2798
- +CEnvWind
- +CEnvWindController
- +CEnvWindShared
- +CEnvWindVolume
- +C_EnvWind
- +C_EnvWindClientside
- +C_EnvWindController
- +C_EnvWindShared
- +C_EnvWindVolume
- +EnvWindControllerSystem
- +Wind Direction
- +Wind Speed
- +WindThink
- +m_fWindDirectionVariationMultiplier
- +m_fWindSpeed
- +m_fWindSpeedMultiplier
- +m_fWindSpeedVariationMultiplier
- +m_fWindTurbulenceMultiplier
- +wind_speed_multiplier
- +wind_speed_variation_multiplier
- +wind_turbulence_multiplier
- +wind_turbulence_variation_multiplier
- +wind_volume_shape
- ================================================================
- Grass, Foliage, Debris
- ================================================================
- +r_grass_allow_flattening
- +r_grass_alpha_test
- +r_grass_density_mode
- +r_grass_end_fade
- +r_grass_max_brightness_change
- +r_grass_quality
- +r_grass_start_fade
- +r_grass_vertex_lighting
- +foliage
- +m_bDebris
- +Toggle grass / detail props
- ================================================================
- Bloom
- ================================================================
- +BLOOM_BLEND_ADD
- +BLOOM_BLEND_BLUR
- +BLOOM_BLEND_SCREEN
- +BloomBlendMode_t
- +m_flBloomStartValue
- +m_flBloomStrength
- +m_flBloomThreshold
- +m_flBloomThresholdWidth
- +m_flBlurBloomStrength
- +mat_tonemap_bloom_scale
- +mat_tonemap_bloom_start_value
- +mat_tonemap_debug
- +mat_tonemap_force_accelerate_exposure_down
- +mat_tonemap_force_average_lum_min
- +mat_tonemap_force_log_lum_max
- +mat_tonemap_force_log_lum_min
- +mat_tonemap_force_max
- +mat_tonemap_force_min
- +mat_tonemap_force_percent_bright_pixels
- +mat_tonemap_force_percent_target
- +mat_tonemap_force_rate
- +mat_tonemap_force_scale
- +mat_tonemap_force_use_alpha
- +mat_tonemap_uncap_exposure
- +Bloom Radius
- +Bloom Threshold
- +PostProcessingEditor/compute_bloom
- +materials/dev/bloom_cs.vmat
- ================================================================
- Vehicle
- ================================================================
- +Vehicle Wake Radius
- +m_wheelDrag
- +m_wheelFrictionScale
- +wheeldrag
- +wheelfrictionscale
- +vehicle
- +vehicleclip
- +.?AVCQComboBoxNoWheelFocusStealing@@
- "HITGROUP_DRIVER"
- "HITGROUP_DRIVER_SIDE_ENTRY"
- "HITGROUP_PASSENGER"
- "HITGROUP_PASSENGER_SIDE_ENTRY"
- "HITGROUP_REAR_ENTRY"
- "HITGROUP_FRONT_ENTRY"
- "HITGROUP_TOP_ENTRY"
- +WaterWheelDrag_t
- +WaterWheelFrictionScale_t
- +m_flWheelDrag
- +m_vecWheelDrag
- +m_vecWheelFrictionScales
- ================================================================
- Other
- ================================================================
- +mapbuilder.blocklight
- +mapbuilder.detail
- +tools.light_volume_boundary
- +tools.reference_notrace
- +tools.toolsmaterial
- +tools_vb_block
- +rtx_allow_blas_compact
- +rtx_allow_blas_create
- +FuseFunctionIndex_t
- +FuseVariableAccess_t
- +FuseVariableIndex_t
- +FuseVariableType_t
- ================================================================
- Meshlets
- ================================================================
- +D_MESH_SHADER
- +r_particle_cables_culling
- +r_particle_cables_render_meshlets
- +r_particle_cables_visualize_roundness
- +SceneSystem/MeshletBufferEntryCount
- +Visualize meshlet bounds and cone axis. Mesh shader only.
- +meshletbuffer
- +meshlet_count
- ================================================================
- Volumetric, Dynamic Fog
- ================================================================
- +Volumetric Scale
- +m_bFog
- +Dynamic Fog No Shadows
- +Dynamic Fog with Shadows
- +Fog Scale
- +PARTICLE_FOG_DISABLED
- +ParticleFogType_t
- +m_flFogAmount
- +m_flFogContribution
- +m_flFogScale
- +m_nFogLightingMode
- +FogMaxEnd
- +FogMaxStart
- +FogMinEnd
- +FogMinStart
- +Height of volume fog texture
- +Scale global volume fog density
- +SceneSystem/LightBinner/Enable Fog Mixed Shadows
- +VolumetricFogVolumes
- +fog_color
- +fog_hdrcolorscale
- +fog_override
- +lb_enable_fog_mixed_shadows
- +materials/dev/cs_volumetric_fog.vmat
- +volume_fog_debug_volumes
- +volume_fog_density_scale
- +volume_fog_depth
- +volume_fog_depth_warp
- +volume_fog_depth_warp_debug
- +volume_fog_dither_scale
- +volume_fog_enable_jitter
- +volume_fog_height
- +volume_fog_intermediate_textures_hdr
- +volume_fog_shadow_penumbra_multiplier
- +volume_fog_temporal_filter
- +volume_fog_temporal_weight
- +volume_fog_width
- +Fog Indirect Lighting %s
- +env_volumetric_fog_volume
- +func_combined_light_probe_volume
- +.?AVCFogScatteringLayer@@
- CFogScatteringLayer
- +Fog Scattering %d
- +LAYER_TYPE_FOG_SCATTERING
- +Bake Fog Indirect Lighting
- +BakeFogIndirect
- +GradientFogParams
- +GradientFogParams2
- +GradientFogParams3
- +Preview Fog Indirect... %i/%i
- +SkyGradientFogParams
- +SkyGradientFogParams2
- +SkyGradientFogParams3
- +SkyGradientFogTexture
- +fog_irradiance_volume
- +.?AVCQFogScatteringWidget@@
- +CQFogScatteringWidget
- +Fog Scattering
- +PostProcessingEditor/supports_fog_scattering
- +game:tools/images/postprocessingeditor/layer-fog-scattering.png
- TintColor( color255 ) : "Tint Color" : "255 255 255" : "Tint color for fog."
- + OverrideTintColor(bool) : "Override Tint Color" : "0" : "Override the global tint color in this fog volume."
- + TintColor( color255 ) { enabled={variable="OverrideTintColor" value="1" } } : "Tint Color" : "255 255 255" : "Tint color for fog."
- +CEnvVolumetricFogController
- +CEnvVolumetricFogVolume
- +CFogController
- +CGradientFog
- +C_EnvVolumetricFogController
- +C_EnvVolumetricFogVolume
- +Fog end for Free Camera.
- +Fog start for Free Camera.
- +FogController
- +FogIndirectStrength
- +FogNoiseStrength
- +FogStateChanged
- +FogStrength
- +FogSunLightStrength
- +FogVolume
- +PlayerFogController
- +SetFogColor
- +SetFogEndDistance
- +SetFogEndHeight
- +SetFogFalloffExponent
- +SetFogMaxOpacity
- +SetFogStartDistance
- +SetFogStartHeight
- +SetFogStrength
- +SetFogVerticalExponent
- +StartFogTransition
- +fogColor
- +fog_colorskybox
- +fog_enableskybox
- +fog_end
- +fog_endskybox
- +fog_hdrcolorscaleskybox
- +fog_maxdensity
- +fog_maxdensityskybox
- +fog_start
- +fog_startskybox
- +fog_type
- +fogfalloffexponent
- +fogmaxopacity
- +fogparams_t
- +fogplayerparams_t
- +fogshadowmode
- +m_flFogContributionStength
- +m_flFogDistanceMultiplier
- +m_flFogEnd
- +m_flFogEndDistance
- +m_flFogEndHeight
- +m_flFogFalloffExponent
- +m_flFogHeightEnd
- +m_flFogHeightExponent
- +m_flFogHeightStart
- +m_flFogHeightWidth
- +m_flFogMaxDensity
- +m_flFogMaxDensityMultiplier
- +m_flFogMaxEnd
- +m_flFogMaxOpacity
- +m_flFogMaxStart
- +m_flFogMinEnd
- +m_flFogMinStart
- +m_flFogStart
- +m_flFogStartDistance
- +m_flFogStartHeight
- +m_flFogStrength
- +m_flFogVerticalExponent
- +CFogTrigger
- +CFogVolume
- +fog_volume
- +fog_volume_debug
- ================================================================
- Precipitation
- ================================================================
- +Precipitation
- +@SolidClass base(Trigger)
- + auto_apply_material = "materials/tools/toolsprecipitation.vmat"
- += func_precipitation :
- "A brush entity that creates precipitation inside its volume."
- [
- spawnflags(flags) =
- FOV2D(boolean) : "Use 2D Field Of View" : "0" : "In 2D mode the look angle FOV is only checked along the x and y axes, not the z."
- Timeout(float) : "Timeout" : "0" : "The time, in seconds, to wait after player enters the trigger before firing the OnTimeout output, 0 = never. NOTE: When the timeout expires, the OnTrigger output does NOT fire!"
- test_occlusion(boolean) : "Test occlusion" : "0" : "If set, player must have clear LOS to the target (ignoring dynamic entities)."
- + test_visible_occlusion(boolean) : "Test All Visible Occlusion" : "0" : "If set, player must have clear LOS to the target (all visible collision)."
- +CPrecipitation
- +CPrecipitationBlocker
- +CPrecipitationVData
- +CPrediction::NetUpdatePreStart
- +CPrediction::NetUpdateStart
- +C_Precipitation
- +C_PrecipitationBlocker
- +scripts/precipitation.vdata
- ================================================================
- Modifiers
- ================================================================
- add_modifier(string) : "Add Modifier" : "" : "Will add this modifier when the entity spawns."
- + gamemass(integer) [ group = "Physics Properties" ] : "Mass Override" : 0 : "Override the mass of the object instead of calculating it based on the size / shape and material."
- + massScale(float) [ group = "Physics Properties" ] : "Mass Scale" : "0" : "A scale multiplier for the object's mass. 0 = use auto-calculated mass based on the object's size / shape and material"
- + masscenteroffset(vector) [ group = "Physics Properties" ] : "Center of Mass Offset" : "0 0 0" : "Offset in local space applied to the object's center of mass."
- + buoyancyscale(float) [ group = "Physics Properties" ] : "Buoyancy Scale" : "1" : "Scale on the buoyancy / fluid forces applied to this object"
- + hoverposeflags(flags) =
- + 1: "Position" : 0
- + 2: "Angles" : 0
- + hoverposeposition(vector) : "Player-carry Hover Position" : "0 0 0" : "If the hoverposeflags Position flag is set, this position is the position which the object should move when the player picks it up, with the physgun or +USE."
- + hoverposeangles(vector) : "Player-carry Hover Angles" : "0 0 0" : "If the hoverposeflags Angles flag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE."
- + dynamiccontinuouscontactbehavior(choices) [ group="Physics Properties" ] : "Dynamic Continuous Contact Behavior" : 0 =
- + 0 : "Allow if requested by other body"
- + 1 : "Always (request continuous contact against other dynamic bodies)"
- + 2 : "Never (don't use continuous contact against other dynamic bodies even if another body requests it)"
- + allowobstacleconvexhullmerging(boolean) [ group = "Physics Properties" ] : "Allow Obstacle Merging" : "1" : "If set, this obstacle will be merged with nearby obstacles to improve performance."
- ================================================================
- Destructible Parts, Breakable Pieces
- ================================================================
- +CDestructiblePartsSystemData
- +CDestructiblePartsSystemData_HitGroupInfoAndDamageLevels
- +Duplicate hit group (%s) specified in destructible parts system data. Please fix.
- +m_sBreakablePieceName
- destructible_part_initial_state_destructed_5(choices) [ group="Initially Destroyed Destructible Parts" ] : "Hit Group 5" : "-1" : "Parts assigned to this hit group will be initialized as destructed." =
- [
- + "28" : "HITGROUP_DRIVER"
- + "29" : "HITGROUP_DRIVER_SIDE_ENTRY"
- + "30" : "HITGROUP_PASSENGER"
- + "31" : "HITGROUP_PASSENGER_SIDE_ENTRY"
- + "32" : "HITGROUP_REAR_ENTRY"
- + "33" : "HITGROUP_FRONT_ENTRY"
- + "34" : "HITGROUP_TOP_ENTRY"
- + "35" : "HITGROUP_LEFT_LOWER_ARM"
- + "36" : "HITGROUP_LEFT_HAND"
- + "37" : "HITGROUP_RIGHT_LOWER_ARM"
- + "38" : "HITGROUP_RIGHT_HAND"
- + "39" : "HITGROUP_LEFT_LOWER_LEG"
- + "40" : "HITGROUP_RIGHT_LOWER_LEG"
- ]
- +@ModelAnimEvent = AE_DESTRUCTIBLE_PART_DESTROY
- [
- + hit_group(string) : "Hit Group Name"
- + part_index(int) : "Part to destroy up to" : "0"
- + force(float) : "Force to apply if part breaks" : 0
- + force_radius(float) : "Force radius to use for broken parts" : 24
- ]
- +AE_DESTRUCTIBLE_PART_DESTROY|
- +BreakCreateParticle
- +BreakPiece
- +BreakableContentsType
- +BreakableContentsType_t
- +Breakables
- +CBreakable
- +CBreakableProp
- +CBreakableStageHelper
- +Damage Levels
- +Damage is dumped to the closest alive part, and the remainder is scaled as in ScaleByExplosionRadius algorithm.
- +Damage is scaled proportionally based on distance from the epicenter.
- +Damages part and the NPC equally.
- +Damages part but not the NPC until destroyed. (i.e., limited armour)
- +Damages the NPC but not the part (health is ignored): part can only be destroyed by gibbing or procedurally.
- +b_HITGROUP_CHEST_destroyed
- +b_HITGROUP_GEAR_destroyed
- +b_HITGROUP_GENERIC_destroyed
- +b_HITGROUP_HEAD_destroyed
- +b_HITGROUP_INVALID_destroyed
- +b_HITGROUP_LEFTARM_destroyed
- +b_HITGROUP_LEFTLEG_destroyed
- +b_HITGROUP_NECK_destroyed
- +b_HITGROUP_RIGHTARM_destroyed
- +b_HITGROUP_RIGHTLEG_destroyed
- +b_HITGROUP_SPECIAL_destroyed
- +b_HITGROUP_STOMACH_destroyed
- +b_HITGROUP_UNUSED_destroyed
- +break_damage_inherit_scale
- +breakable_debug_spawn_transform_time
- +debug_destructible_parts
- +debug_destructible_parts_enabled
- +debug_destructible_parts_ttl
- +destructible_parts_destroy_parts_when_gibbing
- +m_nDestructiblePartDestroyedPartIndex
- +m_nDestructionDeathBehavior
- +m_nDestructionDeathBehavior == eDoNotKill
- +props_break_apply_radial_forces
- +props_break_max_pieces_perframe
- +props_break_radial_force_ratio
- +Destructible hit group %s, part %d hit. Damage dealt: %d. Remaining health: %d. Was absorbed: %s
- +breakable_force_break
- +breakable_multiplayer
- +destructible_part_initial_state_destructed_1
- +destructible_part_initial_state_destructed_1_part_index
- +destructible_part_initial_state_destructed_2
- +destructible_part_initial_state_destructed_2_part_index
- +destructible_part_initial_state_destructed_3
- +destructible_part_initial_state_destructed_3_part_index
- +destructible_part_initial_state_destructed_4
- +destructible_part_initial_state_destructed_4_part_index
- +destructible_part_initial_state_destructed_5
- +destructible_part_initial_state_destructed_5_part_index
- +m_nDestructiblePartInitialStateDestructed0
- +m_nDestructiblePartInitialStateDestructed0_PartIndex
- +m_nDestructiblePartInitialStateDestructed1
- +m_nDestructiblePartInitialStateDestructed1_PartIndex
- +m_nDestructiblePartInitialStateDestructed2
- +m_nDestructiblePartInitialStateDestructed2_PartIndex
- +m_nDestructiblePartInitialStateDestructed3
- +m_nDestructiblePartInitialStateDestructed3_PartIndex
- +m_nDestructiblePartInitialStateDestructed4
- +m_nDestructiblePartInitialStateDestructed4_PartIndex
- +func_break_max_pieces
- +func_break_reduction_factor
- +func_breakdmg_bullet
- +func_breakdmg_club
- +func_breakdmg_explosive
- ================================================================
- NAV Gravity, Movable, Oriented
- ================================================================
- +info_nav_space_flight
- +info_nav_space_water
- +[PR#]info_nav_oriented_mesh_debug_gen_clip
- +[PR#]info_nav_oriented_mesh_debug_render_clip
- +info_nav_oriented_mesh_debug_gen_clip
- +info_nav_oriented_mesh_debug_render_clip
- +>>NAVGEN MOVABLE: point_nav_movable_mesh must point to exactly one reference entity. %d reference entities found. Skipping.\n
- +>>NAVGEN MOVABLE: point_nav_movable_mesh's reference entity does not have any children and 'generate on reference entity' is disabled, so no movable nav will be generated. Skipping.\n
- +point_nav_movable_mesh
- +materials/editor/nav_space_flight.vmat_c CRC:0055aed88f size:2242
- +materials/editor/nav_space_flight_tga_35406aa8.vtex_c CRC:0049ec7e5b size:23924
- +materials/editor/nav_space_water.vmat_c CRC:00b6803611 size:2258
- +materials/editor/nav_space_water_tga_f3f7bd69.vtex_c CRC:0004b3ceea size:23924
- +>>NAVGEN MOVABLE: Skipping movable mesh... no polys present\n
- +CNavLinkManager::OnMovableNavLinkAreasStartMoving, %d areas
- +CNavLinkManager::OnMovableNavLinkAreasStopMoving, %d areas
- +navspace_create_water_smooth_connections
- +navspace_create_water_transition_connections
- +func_mover_async_movable_navmesh_updates
- ================================================================
- Crawl, Crouch
- ================================================================
- +GetNearestNav: Area[%d] is CRAWL which is not allowed
- +GetNearestNav: Area[%d] is CROUCH which is not allowed
- +CRAWL_HEIGHT
- +CROUCH_HEIGHT
- +Enable Crawl Height
- +Enable Crouch Height
- +Crouch height
- +Crouch height of navigating agent capsules if enabled.
- ================================================================
- Screen Effects
- ================================================================
- +Effects Scale
- +Lens Dirt Mask Black Level
- +Lens Dirt Strength
- ================================================================
- NPC, AI, Eventtypes Stuff
- ================================================================
- +PulseNPCCondition_t
- show NPC's current conditions
- +show npc body locations
- +show npc combat related information (squads/slots/etc)
- +show npc schedule task details
- +show npc's enemies
- +show npc's viewcone
- +NPC Ability Ranges
- +NPC Body Locations
- +NPC Combat
- +NPC Conditions
- +NPC Enemies
- +NPC Gather Conditions
- +NPC Kill
- +NPC Relationships
- +NPC Route
- +NPC Schedule Tasks
- +NPC Scripted Commands
- +NPC Selected
- +NPC Steering
- +NPC Task Console Text
- +NPC View Cone
- +Damage Scalar for NPC vs NPC cases
- +Damage Dealt (in the case of NPC vs NPC damage, medium skill times the NPC damage scalar is used)
- output OnStartDeath(void) : "Fired when this NPC has begun dying before other death-related callbacks."
- output OnSpawnedNPCDied(void) : "Fired when any spawned child died"
- input EnableInfiniteSpawns(void) : "Set this maker to keep spawning NPCs forever."
- input DisableInfiniteSpawns(bool) : "Set this maker to no longer infinitely spawn, using MaxChildren instead. By default, MaxChildren will be reduced by the number of live children (pass in 1 to disable)."
- input EmitAIVolumetricEvent(void) : "Start the AI event."
- input StopAIVolumetricEvent(void) : "Stop this AI event if it is currently active."
- + radius(float) : "Radius" : 120 : "How far away this event can be detected. This is a radius."
- + duration(float) : "Duration" : "0.5" : "How long the event persists each time you start it."
- eventtype(choices) : "Event Type" : "eCombat" : "The type of sound or smell will determine the reaction of NPCs that sense it." =
- + "eCombat" : "Combat"
- + "eDanger" : "Danger"
- +// "ePlayer" : "Player" (don't use)
- + "eBulletImpact" : "Bullet Impact"
- + "ePhysicsDanger" : "Physics Danger"
- + "eMoveAway" : "Move Away"
- +// "ePlayerVehicle" : "Player Vehicle" (don't use)
- + "eGlassBreak" : "Glass Break"
- +// "ePhysicsObject" : "Physics Object"
- + "eWarnFriends" : "Warn Friends"
- + "eGunfire" : "Gunfire"
- + "eExplosion" : "Explosion"
- + "eThumper" : "Thumper"
- + "eFood" : "Food"
- + eventflags(flagchoices) : "Additional event context (optional)" : "" : "Optional settings specifying such things as who can or cannot detect the event." =
- +// "eReactToSource" : "React to Source"
- +// "eDangerApproach" : "Danger Approaching"
- +// "eAlliesOnly" : "Allies only react"
- + "ePanicNPCs" : "Cause npcs to blindly panic"
- +// "eSquadOnly" : "Squad only reacts"
- + "eCombineOnly" : "Only Combine react"
- + "eExcludeCombine" : "Combine ignore"
- +@PointClass base( BaseNPCMaker ) tags( Logic ) iconsprite("editor/npc_maker.vmat")
- +@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmat") editormodel("models/editor/axis_helper_thick.vmdl") sphere(MaxRange) color(0 0 255) = ai_volumetric_event_sensor :
- + "Detects AI events at a point, and outputs the sound level as a value between 0 and 1. It only detects events that match the specified event type."
- + eventtypes(flagchoices) : "Event Types" : "" : "The type of event to listen for" =
- + "ePlayer" : "Player"
- + "ePlayerVehicle" : "Player Vehicle"
- + "ePhysicsObject" : "Physics Object"
- + "eGravityForce" : "Gravity Force"
- + Sensitivity(float) : "Sensitivity" : 1 : "How much to scale event radii when doing sensing"
- + MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Events beyond this range won't be detected, irrelevant of event radius."
- + output OnEventStarted(cpp)
- + output OnEventEnded(cpp)
- + output OnAllEventsEnded(cpp)
- input SetRagdollProfile(string) : "Sets the active ragdoll profile."
- input DisableSenseHearing( void ) : "Disable the NPC's Hearing senses. They won't hear any AI sounds (NPC/Combat/Player/Weapon/etc)"
- input EnableSenseHearing( void ) : "Enable the NPC's Hearing senses."
- input DisableSenseSeeing( void ) : "Disable the NPC's ability to see. They won't hear determine visibility of any enemies / friends."
- input EnableSenseSeeing( void ) : "Enable the NPC's ability to see."
- +@BaseClass base(DefaultNPC)
- + input_output_cpp = [ "ai_base_actor" ]
- += TalkNPC
- [
- UseSentence(string) : "Use Sentence"
- UnUseSentence(string) : "Un-Use Sentence"
- 1 : "Yes (Don't use speech semaphore)"
- ]
- + input SpeakResponseConcept(cpp)
- [OLD] GameEndAlly(boolean) : "Is this a vital ally?" : "No" : "If yes, this NPC will cause the game to end if killed."
- [NEW] GameEndAlly(boolean) : "Is this a game-ending ally?" : "No" : "If yes, this NPC will cause the game to end if killed."
- + input EnableStandoff(float) : "Enable the Standoff behavior. Can be given a radius that the NPC is allowed to move within."
- + input DisableStandoff(float) : "Disable the Standoff behavior. If given a duration, it will automatically re-enable after the time has passed."
- +@PointClass
- + base(BaseScripted, DXLevelChoice)
- + editormodel("models/editor/scripted_sequence.vmdl")
- + tags( Choreo )
- + sphere(m_flRadius)
- + sequenceList( entity, "m_iszEntity" )
- + = scripted_sequence:
- "Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can "+
- "be told to play the script wherever they currently are. "+
- "Multiple scripted sequences of the same name (or sync group, if specified) will frame-synchronize in the action animation once all the actors have moved to position. "+
- "eVeryFast" : "Forced Very Fast (Sprint)"
- ]
- npc_lock_delay(float) : "NPC Lock Delay" : "0" : "Optionnal per NPC override of the same parameter defined in the lock trigger."
- + stop_radius(float) : "Stop Radius" : "0" : "Optional distance to goal at which to terminate the path. This distance is measured along the full valid path from the goal, not directly. This path will end at the first point, measured back from the goal, where the path exists within this given range. The resulting path will be the initial section of a fully valid path that reaches the goal."
- + goal_arrival_tolerance(float) : "Goal Arrival Tolerance" : "0" : "Optional distance from the goal position within which the NPC is allowed to end the navigation."
- ]
- output OnStartDeath(void) : "Fired when this prop has begun dying (breaking) before other death-related callbacks."
- @SolidClass base(Targetname, Parentname, EnableDisable) = func_clip_interaction_layer :
- add_attribute(string) : "Add Attribute" : "" : "Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource')"
- @PointClass base(Targetname, Parentname, RenderModeChoices) iconsprite("editor/env_explosion.vmat") = env_explosion :
- "An entity that creates an explosion at its origin."
- [
- 64: "No Sound" : 0
- 8192: "Damage above water surface only" : 0
- 16384: "Generic damage" : 0
- [NEW] 32768: "Use Orientation for Custom Explosion" : 0
- ]
- @PointClass base(BaseEnvWind) iconsprite("editor/env_wind.vmat") sphere(windradius) = env_wind :
- [OLD] "An entity to control wind in the map. Partially functional."
- [NEW] "An entity to control wind in the map."
- autoactivate(boolean) : "Automatically activate and show streamed level" : 1 : "Automatically activates the spawn group once loaded."
- + input Freeze(float) : "Tell the particle system to freeze, with optional transition time."
- + input Thaw(float) : "Tell the frozen particle system to unfreeze, with optional transition time."
- AllowMovableNavMeshDockingOnEntireEntity(boolean) : "Movable Nav Mesh, Allow Docking on Full Entity" : "0" : "If this entity creates a movable nav mesh, then allow docking test across the entire entity."
- // Inputs
- input Open(void) : "Move the brush to the end position (starting position + (move direction * move distance))."
- input Close(void) : "Move the brush to the starting position."
- 8: "Passable" : 0
- 32: "Toggle" : 0
- 256:"Use Opens" : 0
- - 512: "NPCs Can't" : 0
- + 512: "NPCs Can't Use" : 0
- 1024: "Touch Opens" : 1
- 2048: "Starts locked" : 0
- 4096: "Door Silent" : 0
- input Lock(void) : "Lock the door."
- input Unlock(void) : "Unlock the door."
- input SetSpeed(float) : "Set the door speed."
- + input SetNoNPCs(boolean) : "Set whether NPCs can use this door or not."/
- ================================================================
- New Camera Entity
- ================================================================
- +// Camera entity
- +@PointClass base(Parentname, Targetname, CanBeClientOnly) editormodel("models/editor/axis_helper_thick") = point_orient : "Orient Towards"
- + orient_towards(target_destination) : "Orient Towards" : : "Which entity should I orient towards?"
- + goal_direction_type(choices) : "Goal Direction Type" : "eAbsOrigin" : "How to determine what the goal forward direction is" =
- + "eAbsOrigin" : "Point At Origin"
- + "eCenter" : "Point At Center"
- + "eHead" : "Point At Head"
- + "eForward" : "Align To Forward Direction"
- + "eEyesForward" : "Align To Look Direction"
- + constraint_type(choices) : "Orientation Constraints" : "eNone" : "Should the orientation be constrained?" =
- + "eNone" : "No constraints"
- + "ePreserveUpAxis" : "Preserve Up Axis"
- + max_turn_rate(float) : "Maximum Turn Rate" : 0 : "Max turn rate, 0 means instantaneously point toward the target"
- + start_active(choices) : "Initial State" : 1 =
- + 0 : "Inactive"
- + 1 : "Active"
- + input SetActive( bool ) : "Activates / deactivates orientation toward the target"
- + input SetTarget( target_destination ) : "Sets the target to orient toward"
- ===================================
- OTHER
- ===================================
- "modeldocattr.MeshSimplify.visualizeEdges:name_ref" "(Debug) Visualize Simplification Edges"
- + "modeldocattr.MeshSimplify.visualizeEdges:help" "Visualizes edges that have an impact on simplification.<br><br>
- +<b>Red</b> lines & vertices are a LOCKED vertex/edge and not allowed to be removed. These will impact simplification the most.<br>
- +<b>Green</b> lines are on border with an attribute seam (two seam edges).<br>
- +<b>Blue</b> edges are on a border (two open edges) but do not have attribute seams.<br>
- +<b>Magenta</b> are \"complex\".<br>
- + "modeldocattr.ClothEffectWind.local_space:name_ref" "Local Space"
- + "modeldocattr.ClothEffectWind.local_space:help" "Generally wind is computed from the entity motion plus effect wind . So even with wind = 0 there will still be wind if the hero is on a zipline or running.
- +When you set Local Space to 1, the oncoming wind will be excluded (wind from animation will be included, e.g. when waving a flag in animation without moving a hero, the flag will still be affected by the oncoming wind from animtion)
- +You can blend it, too, between 0 and 1"
- + "modeldocattr.ClothEffectWind.vortex_count:name_ref" "Vortices"
- + "modeldocattr.ClothEffectWind.vortex_count:help" "How many vortices/eddies/swirlies will be computed around cloth. Use low number (1-4) for efficiency"
- + "modeldocattr.ClothEffectWind.time_multiplier:name_ref" "Time Multiplier"
- + "modeldocattr.ClothEffectWind.time_multiplier:help" "When time slows down, so does simulation. If you aren't specifically going for time dilation effects, please don't set this to 0.001 but figure out the other parameters instead. "
- + "modeldocattr.ClothEffectWind.underwater:name_ref" "Underwater"
- + "modeldocattr.ClothEffectWind.underwater:help" "Changes computation to something resembling dense fluid rather than air. Useful for floaty effects. "
- + "modeldocattr.ClothEffectWind.vortex_cell_size:name_ref" "Max Vortex Size, Inches"
- + "modeldocattr.ClothEffectWind.vortex_cell_size:help" "The size of every vortex, in inches. Smaller size means it will reach into smaller region. Imagine real vortices, how small do you want them to be?"
- + "modeldocattr.ClothEffectWind.vortex_choppiness:name_ref" "Variety, Hz"
- + "modeldocattr.ClothEffectWind.vortex_choppiness:help" "How many times per second vortex will change"
- + "Attribute.C_OP_PinParticleToCP.m_bRetainInitialVelocity:name_ref" "Retain Initial Velocity "
- + "Attribute.C_OP_PinParticleToCP.m_bRetainInitialVelocity:help" "If we're the last/newest particle and pinned, when a new particle is created, restore the initial velocity we had previous to being pinned. This can be used to better lock a stream of particles to an emitter while not stomping on the initial velocities being created in initializers.
- +NOTE : Must be placed after Movement Basic in the hierarchy or the velocity will have incorrect forces applied to it on the frame it is released."
- + "Attribute.CParticleSystemDefinition.m_flAggregateRadius:name_ref" "aggregation radius"
- + "Attribute.CParticleSystemDefinition.m_flAggregateRadius:help" "If set, and this particle system is created with PATTACH_WORLDORIGIN with no owner, it will attempt to aggregate the system with the closest system of the same type that falls within this radius. This will cause the system to be moved to the new position and restarted. The \"minimum free particles to aggregate\" field will be taken into account to help ensure that the selected system has enough free particles to allow for the new effect to be created.
- +If no system fits the above rules, the system will be spawned as a new system, otherwise it will be lumped in with an existing system. <p>
- +This decreases a bunch of overhead around spawning and initializing a new system and allows them to be opportunistically recycled. <p>
- +Because it moves and restarts an existing system, it is crucial that this system not use any elements that require it to do operator (non-initializer) functions on CP data, as those values may change arbitrarily when the system receives a new aggregation request."
- + "Attribute.CParticleSystemDefinition.m_bShouldBatch:name_ref" "batch particle systems (DO NOT USE)"
- + "Attribute.CParticleSystemDefinition.m_bShouldBatch:help" "See Aggregation instead. <p>
- +This will batch particles created with a PATTACH_CUSTOMORIGIN or PATTACH_INVALID attach type together. It does ZERO safety testing for anything else about the system, meaning you should not use it unless you know what you're doing is safe. It will happily batch systems across a map creating gigantic bounding boxes that are bad for perf. It also does a simple restart on the system so positions can be incorrect, will happily restart systems with no remaining particles available, etc. <p>
- +Overall I'm not sure why this exists, and you should really consider using aggregation instead which does more checks for appropriateness, such as spatial checks, selecting the closest system, minimum particle counts to ensure a specified number of particles still exists, and restarts ensuring emitters and cp are properly reset. AFAICT, it does the same things this does, but with safety. <p>
- +I will probably remove this at some point in the future if I can determine if it really has a reason to exist or not.<p>"
- +materials/dev/water_flowing.vtex
- +@PointClass base(Targetname, Parentname, EnableDisable) iconsprite("editor/env_microphone.vmat") editormodel("models/editor/axis_helper_thick.vmdl") sphere(MaxRange) color(0 0 255) = ai_volumetric_event_sensor :
- + "Detects AI events at a point, and outputs the sound level as a value between 0 and 1. It only detects events that match the specified event type."
- +[
- + ListenFilter(filterclass) : "Listen Filter" : "" : "The name of an filter entity which specifies the only entities the microphone can hear. Sounds emitted by other entities will not be heard."
- +
- + eventtypes(flagchoices) : "Event Types" : "" : "The type of event to listen for" =
- + [
- + "eCombat" : "Combat"
- + "eDanger" : "Danger"
- + "ePlayer" : "Player"
- + "eBulletImpact" : "Bullet Impact"
- + "ePhysicsDanger" : "Physics Danger"
- + "eMoveAway" : "Move Away"
- + "ePlayerVehicle" : "Player Vehicle"
- + "eGlassBreak" : "Glass Break"
- + "ePhysicsObject" : "Physics Object"
- + "eWarnFriends" : "Warn Friends"
- + "eGunfire" : "Gunfire"
- + "eExplosion" : "Explosion"
- + "eThumper" : "Thumper"
- + "eFood" : "Food"
- + "eGravityForce" : "Gravity Force"
- + ]
- +
- + Sensitivity(float) : "Sensitivity" : 1 : "How much to scale event radii when doing sensing"
- + MaxRange(float) : "Maximum hearing range (0=infinite)" : 240 : "Events beyond this range won't be detected, irrelevant of event radius."
- +
- + // Outputs
- + output OnEventStarted(cpp)
- + output OnEventEnded(cpp)
- + output OnAllEventsEnded(cpp)
- + gamemass(integer) [ group = "Physics Properties" ] : "Mass Override" : 0 : "Override the mass of the object instead of calculating it based on the size / shape and material."
- + massScale(float) [ group = "Physics Properties" ] : "Mass Scale" : "0" : "A scale multiplier for the object's mass. 0 = use auto-calculated mass based on the object's size / shape and material"
- + masscenteroffset(vector) [ group = "Physics Properties" ] : "Center of Mass Offset" : "0 0 0" : "Offset in local space applied to the object's center of mass."
- + buoyancyscale(float) [ group = "Physics Properties" ] : "Buoyancy Scale" : "1" : "Scale on the buoyancy / fluid forces applied to this object"
- +
- hoverposeflags(flags) =
- + [
- + 1: "Position" : 0
- + 2: "Angles" : 0
- + ]
- + hoverposeposition(vector) : "Player-carry Hover Position" : "0 0 0" : "If the hoverposeflags Position flag is set, this position is the position which the object should move when the player picks it up, with the physgun or +USE."
- + hoverposeangles(vector) : "Player-carry Hover Angles" : "0 0 0" : "If the hoverposeflags Angles flag is set, this angle is the angle which the object should orient to when the player picks it up, with the physgun or +USE."
- bonename1(string) : "Entity 1 Bone Name" : "" : "If set, search for a physics body that corresponds with the given bone."
- + bonename2(string) : "Entity 2 Bone Name" : "" : "If set, search for a physics body that corresponds with the given bone."
- + enablelinearconstraint(boolean) : "Enable Lateral Constraint" : 1
- + enableverticalconstraint(boolean) : "Enable Vertical Constraint" : 1
- + enableangularconstraint(boolean) : "Enable Angular Constraint" : 1
- + enablelimit(boolean) : "Enable Limit" : 0 : "Prevents the object from moving off the ends of the spline. Don't use on splines that are meant to loop."
- + linearfrequency(float) : "Linear Frequency" : "0" : "Linear spring frequency (stiffness)."
- + lineardampingratio(float) : "Linear Damping Ratio" : "0" : "Linear spring damping ratio."
- + fireeventsonpath(bool) : "Fire Events On Path" : "0" : "Notify our path when the attached entity moves along it so it can fire passthrough events, etc."
- + input SetSplineEntity(string) : "Set the spline to a new entity"
- + input EnableLimit(void) : "Enable the limits at the ends of the spline"
- + input DisableLimit(void) : "Disable the limits at the ends of the spline"
- "modeldocattr.MeshSimplify.visualizeEdges:name_ref" "(Debug) Visualize Simplification Edges"
- + "modeldocattr.MeshSimplify.visualizeEdges:help" "Visualizes edges that have an impact on simplification.<br><br>
- +<b>Red</b> lines & vertices are a LOCKED vertex/edge and not allowed to be removed. These will impact simplification the most.<br>
- +<b>Green</b> lines are on border with an attribute seam (two seam edges).<br>
- +<b>Blue</b> edges are on a border (two open edges) but do not have attribute seams.<br>
- +<b>Magenta</b> are \"complex\".<br>
- +"
- + "modeldocattr.ClothEffectWind.local_space:name_ref" "Local Space"
- + "modeldocattr.ClothEffectWind.local_space:help" "Generally wind is computed from the entity motion plus effect wind . So even with wind = 0 there will still be wind if the hero is on a zipline or running.
- +When you set Local Space to 1, the oncoming wind will be excluded (wind from animation will be included, e.g. when waving a flag in animation without moving a hero, the flag will still be affected by the oncoming wind from animtion)
- +You can blend it, too, between 0 and 1"
- + "modeldocattr.ClothEffectWind.vortex_count:name_ref" "Vortices"
- + "modeldocattr.ClothEffectWind.vortex_count:help" "How many vortices/eddies/swirlies will be computed around cloth. Use low number (1-4) for efficiency"
- + "modeldocattr.ClothEffectWind.time_multiplier:name_ref" "Time Multiplier"
- + "modeldocattr.ClothEffectWind.time_multiplier:help" "When time slows down, so does simulation. If you aren't specifically going for time dilation effects, please don't set this to 0.001 but figure out the other parameters instead. "
- + "modeldocattr.ClothEffectWind.underwater:name_ref" "Underwater"
- + "modeldocattr.ClothEffectWind.underwater:help" "Changes computation to something resembling dense fluid rather than air. Useful for floaty effects. "
- + "modeldocattr.ClothEffectWind.vortex_cell_size:name_ref" "Max Vortex Size, Inches"
- + "modeldocattr.ClothEffectWind.vortex_cell_size:help" "The size of every vortex, in inches. Smaller size means it will reach into smaller region. Imagine real vortices, how small do you want them to be?"
- + "modeldocattr.ClothEffectWind.vortex_choppiness:name_ref" "Variety, Hz"
- + "modeldocattr.ClothEffectWind.vortex_choppiness:help" "How many times per second vortex will change"
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