Namespace ValveResourceFormat.Particles ​
Namespaces ​
ValveResourceFormat.Particles.Upgrade
Classes ​
Control point used in Valve particle systems. System 0 is the default spawn position. These are used in numerous different ways, for many different effects. We only support a few of them.
Manages the initial and current state arrays for all live particles in a system.
Reports which particle function classes the simulation implements. Renderer classes are answered separately by whatever draws the system.
Child systems: creation, group selection and group restarts.
Represents an entire particle system.
Builds the particle system a .vsnap is previewed through: an ordinary definition that binds the snapshot to and reads every attribute it stores back out of it through C_INIT_InitFromCPSnapshot, one particle per snapshot element.
Structs ​
Represents a single particle instance with all its runtime properties.
ParticleSystemSimulation.PrewarmScope
The emission state a prewarm disturbed, handed back to .
Interfaces ​
Watches a simulated particle system so a drawing layer can keep up with it. The simulation holds one per system and draws nothing itself, which is what lets it run without a graphics backend.
Enums ​
Particle animation timing modes.
Attachment modes for particle systems relative to entities.
Particle render output blending modes.
Particle color blend types.
The lowest particle detail tier a child system appears at.
Vector noise selection for direction noise forces.
Particle system endcap behavior when reaching lifetime limits.
Particle field identifiers.
Bias curve types for modulating floating-point particle parameters.
Particle random value generation modes.
Particle light unit choice list.
Output-shaping modifiers for noise-typed particle float inputs.
Turbulence post-passes for noise-typed particle float inputs.
Primitive selection for noise-typed particle float inputs.
ParticleOmni2LightTypeChoiceList
Particle Omni2 light type choice list.
Particle orientation modes for rendering.
Methods for modifying particle attributes.
How a texture layer, once reduced by its , is combined with the accumulated result of the layers before it.
Scalar expression types used for particles.
How a texture layer's sampled channels are reduced against the accumulated result of the layers before it.
What role a texture layer plays. DIFFUSE through UVDISTORTION_ZOOM are colour layers, differing in which effect is applied to the sample; NORMALMAP and ANIMMOTIONVEC are not colour at all and must stay out of the colour chain.
How a cable renderer's texture repeat count is interpreted along the rope.
Mathematical operation types for vector expressions.
Vector expression types used for particles.

