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undnull / refraction

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A Source Engine 2013 SP mod aimed to provide bug fixes and various development features

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REFRACTION

Refraction is an open-source Source Engine 2013 mod aimed for adding some Quality-of-Life changes and fixes to the SP SDK.
At its current state Refraction is about 75% compatible with HL2 and Episodic maps.

Core features

  1. Replaced VPC with QuiverProjectCreator.
  2. Dropped Linux and OSX support for the sake of code simplicity.
  3. Small UTL changes and fixes (such as better C++ comment parsing).
  4. Restructured file hierarchy in order to make the code to be more game-oriented.

Game features

  1. A fully customizable GameUI replacement (NovelUI).
  2. A custom post-processing system allowing programmers to define custom screen-space effects. The postprocess_controller entity (replaces env_tonemap_controller and is partially compatible with its KV signature) allows toggling those effects (configuring values in a non-hacky way is TBA).
  3. Lots of small fixes from VDC and SDK pull requests.
  4. Improved forward compatibility of HL2 maps running on Episodic builds (some entities were irreversibly changed making some maps unplayable; two of the numerous examples would be jeep entities - buggy was not working correctly, and mounted machine guns - they weren't working at all on HL2 maps).
  5. Quake-styled (or HL1-WON-styled) view rolling when strafing with customization.
  6. Unlocked Field of View (FOV). I recommend setting it at 105 for widescreen.
  7. Custom VGUI color scheme and fonts for the console.

Optional and discontinued features

  1. OpenAL sound system (openal branch) - discontinued.
  2. Deferred sound system (deferred-sound branch) - put on hold.

Planned features

  1. Shadow mapping
  2. ????

Licensing

Refraction is a dual-licensed project.

  • All the code that is left unchanged from the original SDK repo is licensed under the SDK license, see LICENSE_SDK for details.
  • Any kind of third-party code (lib and public) is licensed under its appropriate license and notified in thirdpartylegalnotices.txt.
  • All the remaining code that was directly contributed, unless explicitly stated is licensed under the MIT (Expat) license, see LICENSE_MIT for details.

In short: you may use the code as long as you have LICENSE_MIT added to your source and binary tree via thirdpartylegalnotices.txt

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