Coding and Orange Box

I made a shader that made the (gmod) Motion Blur and SuperDoF work again. For those wondering why it was broken, it was because the screen depth is stored in the alpha, so the closer to the screen the more transparent it was getting. I’m sure this functionality is hidden in one of Valve’s shaders somewhere, but I made a quick shader in which you could specify to ignore texture alpha (but still keep the $alpha functionality). It worked good.


Lua coders will probably be interested in this.. I added functionality to networked vars. On an entity now you can specify a proxy for a networked var.. like

ent:SetNetworkedVarProxy( "iSize", self.MyProxy ) // In Initialize or something

function SENT:MyProxy( name, oldvalue, newvalue )

	return newvalue

end

So you’d be able to trigger events when a networked var changes to a specific value, or translate the value coming in to something else for some reason. I’m using it on the Inflator and finger poser so that when a bone changes I can invalidate the bones.

There’s still a lot to do before it’s ready but it’s getting there.

Orange Box should be out tomorrow by the time I get up, I think. So I probably won’t get any work done tomorrow at all..