

Achievements can really be fun to earn - whether it’s just for progressing through story missions or for completing difficult tasks/challenges.Looking at your achievements you can see the types of games you’ve played over the years, how far you got in those games, which ones for you’ve earned all achievements, etc. Achievements as a whole do a great job of acting like a journal or a “played games history”.Source SDK Base 2007 (formerly Source SDK Base - Orange Box)ġ.Nevertheless, gamecode for the 2007 branch is included in the now-deprecated Source SDK app. Most games using this branch were upgraded to the Source 2013 or Source 2013 Multiplayer branches when those released. Disable phys_bone_followers phys_bone_followers can now be disabled on dynamic props for performance gains and lower entity counts.
ORANGE BOX FOR WINDOWS 10 MAC OS X
Xbox 360 support Of little use to modders, needless to say! 2009 Mac OS X support Particle system adjustments Particles can now render blobs and models. Maplist Thumbnails A console-oriented server browser UI. Visclusters A new entity to be placed in large open areas with unbroken visiblity, reducing compile times.
ORANGE BOX FOR WINDOWS 10 OFFLINE
Cinematic Physics Baked physics animations that are rendered offline and brought into the engine for playback with minimal performance cost. Fresnel for specular reflections and self-illumination on models On VertexLitGeneric, $envmap and $selfillum have new parameters to enable shading with the Fresnel effect. Flowing emissive textures for models Advanced flowing emission for VertexLitGeneric, notably used on the Vortigaunts in Half-Life 2: Episode Two. Alpha to coverage Vector-like edges to raster images, fast. Automatic displacement texturing Mitigates texture stretching across displacement surfaces. Self-shadowing bump maps A special, cheaper kind of bump map for brush shaders with baked in shadows to give the illusion of a self-shadowing surface. Phongwarp textures and other Phong improvements Source's phong shading, introduced in Source 2006, has been upgraded with additional features such as reflection tinting, albedo tinting, phongwarp textures, and more. Conditional statements New conditional statements for use in materials to optimize them for lower-end machines. Hardware Morph (HWM) flexes and Wrinkle maps A new, powerful facial animation system, with support for textures that add fine wrinkling detail to the face during flex animation. Motion blur Cheap and simple camera motion blur. Improved High Dynamic Range rendering Remade HDR tonemapping that better fits outdoor scenes. Shadow mapping Special dynamic lights such as the player's flashlight can now cast high-quality dynamic shadows. Soft particles An all-new, artist-driven particle system, replacing the old hard-coded particle system. New since the Source 2006 engine branch are:Ģ007 Threading Logic, rendering and audio have been threaded for performance gains in multi-core environments. The 2009 and MP branches do not have a different feature set, but they are incompatible with 2007 due to various under-the-bonnet changes (which include a different SteamID scheme and Mac OS X compatibility). There are actually three Orange Box branches, referred to in the SDK Launcher as Source 2007, Source 2009, and Source Multiplayer. The Orange Box builds on the original Half-Life 2 branch, requiring its content installed to work. Despite this, the Source 2013 and Source 2013 Multiplayer branches were released in 2013 as more direct upgrades for these games. It existed side-by-side with the Left 4 Dead engine branch until 2010, when it was obsoleted by the release of the Alien Swarm engine branch.

The Source 2007 engine branch (formerly Orange Box engine branch) was released in 2007 with the Orange Box (, , ), succeeding the Source 2006 engine branch.
