Refraction is an open-source Source 2013 mod.
The mod at its current state is pretty much mapping-ready but there's still no concrete ideas about what levels to create.
- Refraction uses QPC to generate the project files.
- Refraction is Windows-only modification (Linux users can use Proton/Wine).
- Refraction is not split into two branches, it works on SP version of Source.
- The project structure is a bit different: it is made game-based, not engine-based.
- Custom post-processing system allowing programmers to add custom screen-space post-processing effects easier than it was before. The
postprocess_controller
entity (replaces env_tonemap_controller) is responsible for toggling such effects. - Lots of fixes from VDC and from Pull Requests of Valve's SDK.
- NovelUI allows programmers to easily create new GameUI elements without pain.
- Something that I don't remember that good but it exists and it is awesome
:)
- There's
openal
branch with an attempt to use OpenAL instead of Deferred Sound System. - I was planning on adding real shadow mapping (CSM-ish) to the mod but eventually gave up. May get back to it in the future.
NOTE: this may change in future! I don't want to stick with licensing my work under Valve's license!
Any third-party library or code used by Refraction code or tools is noted in the thirdpartylegalnotices.txt file.
Refraction code (as long as not explicitly noted) and assets present in the repository (as long as not explicitly noted) are licensed under Valve's SDK license (LICENSE):
SOURCE 1 SDK LICENSE
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