This repository has been archived by the owner on May 24, 2019. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
gameinfo.gi
159 lines (140 loc) · 4.51 KB
/
gameinfo.gi
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
"GameInfo"
{
game "Dota 2"
title "Dota 2"
gamelogo 1
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
GameData "dota.fgd"
SupportsDX8 0
nodegraph 0
tonemapping 0 // Hide tonemapping ui in tools mode
FileSystem
{
SteamAppId 570
BreakpadAppId 373300 // Report crashes under beta DLC, not the S1 game. Delete this when all clients are switched to S2
BreakpadAppId_Tools 375360 // Use a separate bucket of buckets for "-tools" crashes so that they don't get drowned out by game crashes. Falls back to BreakpadAppId/SteamAppId if missing
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the exe directory\..\
//
SearchPaths
{
Game dota_divine_ui
Game dota
Game core
Mod dota_divine_ui
Mod dota
AddonRoot dota_addons
// Note: addon content is included in publiccontent by default.
PublicContent dota_core
PublicContent core
}
}
MaterialSystem2
{
RenderModes
{
"game" "Default"
"game" "DotaDeferred"
"game" "DotaForward"
"game" "Depth"
"tools" "ToolsVis" // Visualization modes for all shaders (lighting only, normal maps only, etc.)
"tools" "ToolsWireframe" // This should use the ToolsVis mode above instead of being its own mode
"tools" "ToolsUtil" // Meant to be used to render tools sceneobjects that are mod-independent, like the origin grid
}
}
Engine2
{
"HasModAppSystems" "1"
"Capable64Bit" "1"
"UsesScaleform" "1"
"HasGameUI" "1" // dota uses gameui
"GameUIFromClient" "1" // AND that gameui comes from client.dll
"URLName" "dota2"
"UsesBink" "0"
"RenderingPipeline"
{
"SkipPostProcessing" "1"
"SupportsMSAA" "0"
}
"BugBait"
{
// Used by 'bug:' in chat to normalize report settings during playtests
"Owner" "triage*"
"Severity" "high"
"Priority" "none"
"Category" "---"
"Product" "dota"
"Component" "dota"
}
}
SceneSystem
{
"NoSunLightManager" "1"
}
ToolsEnvironment
{
"Engine" "Source 2"
"ToolsDir" "../sdktools" // NOTE: Default Tools path. This is relative to the mod path.
"DeveloperHelpURL" "https://intranet.valvesoftware.com/wiki/Source_2_SDK"
"ToolsProductName" "Dota2 Workshop Tools"
}
Hammer
{
"fgd" "../dota/dota.fgd" // NOTE: This is relative to the 'mod' path.
"GameFeatureSet" "Dota"
"LoadScriptEntities" "0"
"DefaultTextureScale" "0.250000"
"DefaultSolidEntity" "trigger_multiple"
"DefaultPointEntity" "info_player_start_goodguys"
"NavMarkupEntity" "func_nav_markup"
"EnableDotaTools" "1"
"DefaultGridTileSet" "/maps/tilesets/radiant_basic.vmap"
"DefaultGridTileSet2" "/maps/tilesets/dire_basic.vmap"
"AddonMapCommand" "dota_launch_custom_game"
"PostMapLoadCommands" "jointeam good" // Commands sent to the console by hammer after it finishes building a map and loads it
"RequiredGameEntities" "info_player_start_goodguys; info_player_start_badguys; env_global_light; ent_dota_game_events"
}
MaterialEditor
{
"DefaultShader" "hero"
}
ResourceCompiler
{
// Overrides of the default builders as specified in code, this controls which map builder steps
// will be run when resource compiler is run for a map without specifiying any specific map builder
// steps. Additionally this controls which builders are displayed in the hammer build dialog.
DefaultMapBuilders
{
"light" "0" // Dota does not use baked lighting
"envmap" "0" // Dota doesn't generate environment maps from the map
"gridnav" "1" // Dota generates its grid navigation data by default
}
}
RenderPipelineAliases
{
"Tools" "Dota"
"EnvMapBake" "Dota"
}
Source1Import
{
"importmod" "dota_divine_ui"
"importdir" "..\dota_divine_ui"
"onlyimportleafiestmod" "1" // only directly import assets in dota_divine_ui
"ispeermod" "1" // is this mod in a peer dir of dota.
"ignoreParticleManifest" "1"
"getSkinningFromLod0ByDefault" "0"
"createStaticOverlays" "1" // info_overlay entities will be converted to static overlay nodes instead of preserved as Info_overlay entities
}
}