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BEEMOD2/Include/pyconfig.h

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BEEMOD2/PIL/_imaging.cp36-win32.pyd

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BEEMOD2/PIL/_imagingft.cp36-win32.pyd

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BEEMOD2/PIL/_imagingtk.cp36-win32.pyd

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BEEMOD2/PIL/_webp.cp36-win32.pyd

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BEEMOD2/compiler/VCRUNTIME140.dll

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BEEMOD2/compiler/_decimal.pyd

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BEEMOD2/compiler/_hashlib.pyd

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BEEMOD2/compiler/base_library.zip

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1.0.1

BEEMOD2/compiler/python36.dll

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BEEMOD2/compiler/srctools/fgd.lzma

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// Extra entities implemented in VRAD transformations.
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// These are removed or converted to other entities.
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@BaseClass = StaticTargetName:
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"Just used to provide names for the compiler."
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[
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targetname(target_source) : "Name" : : "The name that other entities refer to this entity by. This may not be useable in all situations, since this entity is produced by the compiler."
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]
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@PointClass base(Angles) studioprop() = comp_precache_model:
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"Force a specific model to load, for runtime switching. Duplicates will be removed."
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[
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model(studio): "Model": : "The model to load."
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skin(integer): "Skin": : "Skin to show."
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]
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@PointClass size(-8 -8 -8, 8 8 8) = comp_precache_sound:
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"Force a specific sound to load, for runtime switching. Duplicates will be removed. More keyvalues can be added."
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[
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sound1(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound2(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound3(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound4(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound5(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound6(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound7(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound8(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound9(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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sound10(sound): "Sound" : : "Pack and precache a raw sound file or a soundscript."
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]
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@PointClass size(-8 -8 -8, 8 8 8) = comp_pack:
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"Explicitly identify resources to pack into the map. If more are needed, add additional keyvalues with SmartEdit off."
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[
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generic1(string): "Generic" : : "Pack a file, starting in any of the content folders."
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generic2(string): "Generic" : : "Pack a file, starting in any of the content folders."
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generic3(string): "Generic" : : "Pack a file, starting in any of the content folders."
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generic4(string): "Generic" : : "Pack a file, starting in any of the content folders."
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generic5(string): "Generic" : : "Pack a file, starting in any of the content folders."
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sound1(sound): "Sound" : : "Pack a raw sound file or a game sound."
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sound2(sound): "Sound" : : "Pack a raw sound file or a game sound."
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sound3(sound): "Sound" : : "Pack a raw sound file or a game sound."
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sound4(sound): "Sound" : : "Pack a raw sound file or a game sound."
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sound5(sound): "Sound" : : "Pack a raw sound file or a game sound."
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model1(studio): "Model" : : "Pack a model."
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model2(studio): "Model" : : "Pack a model."
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model3(studio): "Model" : : "Pack a model."
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model4(studio): "Model" : : "Pack a model."
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model5(studio): "Model" : : "Pack a model."
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material1(material): "Material" : : "Pack a material."
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material2(material): "Material" : : "Pack a material."
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material3(material): "Material" : : "Pack a material."
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material4(material): "Material" : : "Pack a material."
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material5(material): "Material" : : "Pack a material."
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particle1(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest."
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particle2(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest."
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particle3(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest."
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particle4(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest."
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particle5(particlesystem): "Particle" : : "Pack a particle system, and include in the manifest."
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soundscript1(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest."
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soundscript2(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest."
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soundscript3(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest."
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soundscript4(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest."
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soundscript5(string): "SoundScript" : : "Pack a soundscript file, and include in the manifest."
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]
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@PointClass size(-8 -8 -8, 8 8 8) = comp_pack_rename:
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"Pack a file into the BSP, under a different name than it starts with."
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[
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filesrc(string): "Source Filename": : "Filename to read data from."
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filedest(string): "Destination Filename": : "Filename to pack under."
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filetype(choices): "File Type": "GENERIC" : "File type to record it as." = [
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"GENERIC": "Generic"
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"SOUNDSCRIPT": "SoundScript file (add to manifest)"
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"PARTICLE_FILE": "Particle System (add to manifest)"
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"VSCRIPT_SQUIRREL": "VScript (Squirrel)"
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"MATERIAL": "Material"
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"TEXTURE": "Texture"
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"MODEL": "Model"
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]
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]
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@PointClass size(-8 -8 -8, 8 8 8) = comp_pack_replace_soundscript:
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"Replace a soundscript with a different one."
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[
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original(string): "Original SoundScript" : : "Prevent this soundscript from being included."
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replacement(string): "New SoundScript" : : "Force this soundscript to be included."
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]
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@PointClass base(StaticTargetName) iconsprite("editor/logic_relay.vmt") = comp_relay:
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"Simplified version of logic_relay which is able to be optimised away by the compiler."+
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"" +
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"The various inputs and outputs are useful for bundling commands together, or using more appopriate verbs." +
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"Inputs only work if given directly from entities (or via instance redirection), not ingame or dynamically."
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[
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input Trigger(void): "Trigger the relay and fire the output."
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input Enable(void): "Fire the OnEnabled output."
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input Disable(void): "Fire the OnDisabled output."
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output OnTrigger(void): "Fired when the input is triggered."
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output OnEnabled(void): "Fired when the input is enabled."
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output OnDisabled(void): "Fired when the input is disabled."
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]
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@PointClass base(StaticTargetName) iconsprite("editor/math_counter.vmt") = comp_calc:
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"Performs computations on entity values. Designed mainly for use in instances."
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[
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val1(string): "Value 1": ""
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val1_type(choices): "Value 1 Type" : "int" : "Treat Value 1 as this type." = [
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"none" : "Unused"
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"int" : "Integer"
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"float": "Floating-Point"
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"vec" : "Vector"
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]
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]
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@PointClass base(StaticTargetName) iconsprite("editor/choreo_manager.vmt") = comp_choreo_sceneset:
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"Chains a set of choreographed scenes together."
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[
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play_dings(boolean): "[Portal 2] Play Dings" : 1 : "Play the blip sounds at the start and end."
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delay(float): "Delay between each" : "0.1" : "Add a delay between each scene."
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only_once(boolean): "Clean up after starting" : 1 : "If set, Kill choreo scenes after starting so they only play once." +
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"If set, the Cancel input will not work properly."
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busyactor(choices) : "If an Actor is talking..." : 1 : "What to do if an actor this scene needs is already talking when this scene is told to start." =
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[
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0: "Start immediately"
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1: "Wait for actor to finish"
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2: "Interrupt at next interrupt event"
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3: "Cancel at next interrupt event"
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]
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onplayerdeath(choices) : "On player death" : 0 : "What should this entity do if the player dies" =
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[
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0 : "Do Nothing"
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1 : "Cancel Script and return to AI"
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]
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scene01(scene): "Scene 1" : ""
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scene02(scene): "Scene 2" : ""
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scene03(scene): "Scene 3" : ""
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scene04(scene): "Scene 4" : ""
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scene05(scene): "Scene 5" : ""
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scene06(scene): "Scene 6" : ""
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scene07(scene): "Scene 7" : ""
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scene08(scene): "Scene 8" : ""
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scene09(scene): "Scene 9" : ""
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scene10(scene): "Scene 10" : ""
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scene11(scene): "Scene 11" : ""
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scene12(scene): "Scene 12" : ""
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scene13(scene): "Scene 13" : ""
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scene14(scene): "Scene 14" : ""
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scene15(scene): "Scene 15" : ""
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scene16(scene): "Scene 16" : ""
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scene17(scene): "Scene 17" : ""
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scene18(scene): "Scene 18" : ""
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scene19(scene): "Scene 19" : ""
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scene20(scene): "Scene 20" : ""
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input Start(void): "Start the choreo sequence playing."
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input Cancel(void): "Stop the choreo sequence at any point."
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output OnStart(void): "Fired when the sequence starts."
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output OnFinish(void): "Fired when the sequence is complete."
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]
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@SolidClass base(Targetname, Parentname, Origin, EnableDisable) = comp_trigger_p2_goo:
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"Implements Toxic Goo/Deadly Acid/Hazard Liquid." +
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"" +
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"This expands into a trigger_hurt and trigger_multiple with appropriate settings."
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[
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failsafe_delay(float): "Failsafe delay": "1.0" : "Delay after which non-cube entities will be killed."
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dissolve_filter(filterclass): "Physics Filter" : : "Set to a filter entity to prevent certain entities from dissolving."
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output OnKillPlayer(void): "Fired when players touch the trigger."
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output OnDissolvePhysics(void): "Fired when physics objects touch the trigger (and will be dissolved/killed soon)."
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]
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@SolidClass base(trigger_playerteam) = comp_trigger_coop :
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"Only activates once both Coop players have reached the trigger."
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[
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output OnStartTouchBoth(void) : "Both players have entered the trigger."
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output OnEndTouchBoth(void) : "One player left the trigger."
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]
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@BaseClass = SRCIndicator: "Adds an Indicator Name option to toggle overlays."
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[
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indicatorname(target_destination) : "Indicator Name" : : "Set to the name of a set of info_overlays to toggle when this is activated and deactivated. The name may also point to a prop_indicator_panel, which will also be toggled appropriately."
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]

BEEMOD2/compiler/unicodedata.pyd

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BEEMOD2/compiler/vbsp.exe

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BEEMOD2/compiler/vbsp.exe.manifest

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
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<assemblyIdentity name="compiler" processorArchitecture="x86" type="win32" version="1.0.0.0"/>
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<dependency>
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<dependentAssembly>
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<assemblyIdentity language="*" name="Microsoft.Windows.Common-Controls" processorArchitecture="*" publicKeyToken="6595b64144ccf1df" type="win32" version="6.0.0.0"/>
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<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1"/>
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</dependentAssembly>
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</dependency>
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<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
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<application>
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<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}"/>
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<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}"/>
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<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}"/>
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<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}"/>
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<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}"/>
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</application>
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</compatibility>
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</assembly>

BEEMOD2/compiler/vrad.exe

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BEEMOD2/compiler/vrad.exe.manifest

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<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
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<assemblyIdentity name="compiler" processorArchitecture="x86" type="win32" version="1.0.0.0"/>
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<dependency>
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<dependentAssembly>
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<assemblyIdentity language="*" name="Microsoft.Windows.Common-Controls" processorArchitecture="*" publicKeyToken="6595b64144ccf1df" type="win32" version="6.0.0.0"/>
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<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1"/>
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</dependentAssembly>
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</dependency>
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<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
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<application>
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<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}"/>
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<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}"/>
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<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}"/>
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<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}"/>
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<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}"/>
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</application>
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</compatibility>
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</assembly>

BEEMOD2/i18n/en.mo

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BEEMOD2/idlelib/CREDITS.txt

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Guido van Rossum, as well as being the creator of the Python language, is the
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original creator of IDLE. Other contributors prior to Version 0.8 include
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Mark Hammond, Jeremy Hylton, Tim Peters, and Moshe Zadka.
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IDLE's recent development was carried out in the SF IDLEfork project. The
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objective was to develop a version of IDLE which had an execution environment
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which could be initialized prior to each run of user code.
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The IDLEfork project was initiated by David Scherer, with some help from Peter
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Schneider-Kamp and Nicholas Riley. David wrote the first version of the RPC
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code and designed a fast turn-around environment for VPython. Guido developed
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the RPC code and Remote Debugger currently integrated in IDLE. Bruce Sherwood
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contributed considerable time testing and suggesting improvements.
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Besides David and Guido, the main developers who were active on IDLEfork
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are Stephen M. Gava, who implemented the configuration GUI, the new
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configuration system, and the About dialog, and Kurt B. Kaiser, who completed
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the integration of the RPC and remote debugger, implemented the threaded
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subprocess, and made a number of usability enhancements.
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Other contributors include Raymond Hettinger, Tony Lownds (Mac integration),
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Neal Norwitz (code check and clean-up), Ronald Oussoren (Mac integration),
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Noam Raphael (Code Context, Call Tips, many other patches), and Chui Tey (RPC
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integration, debugger integration and persistent breakpoints).
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Scott David Daniels, Tal Einat, Hernan Foffani, Christos Georgiou,
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Jim Jewett, Martin v. Löwis, Jason Orendorff, Guilherme Polo, Josh Robb,
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Nigel Rowe, Bruce Sherwood, Jeff Shute, and Weeble have submitted useful
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patches. Thanks, guys!
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For additional details refer to NEWS.txt and Changelog.
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Please contact the IDLE maintainer (kbk@shore.net) to have yourself included
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here if you are one of those we missed!
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