@nonbinary Asset importer will be open source. Game code will be source-available, not open source as commercial usage is prohibited. Netcode is planned to remain proprietary.
@A2xFrancis The game supports it, that limit originates from vanilla Source BSP having structs with spatial dimensions packed into signed 16 bit, so not unless maps are recompiled with a modified VBSP.
@daleks2377 Support for both GLua and Sourcemod is possible but there can't be a way for them to be aware of multiple maps existing, although most SENT/SWEPs should port well.
Sourcevoid Online 0.2.2 is out.
Hide and Seek is also back for a limited time.
This minor update introduces a new Source-accurate dynamic lighting system that brings a massive frame rate boost alongside other fidelity and performance optimizations.
Nobody else makes interactive computer experiences like this.
Support me on Patreon and Captain Eli gamemode will be in Sourcelike.
patreon.com/c/333SOFTWARE
Another way to solve this is running buildcubemaps in console but thinking players will attempt to do this is delusional. Sourcelike, when cataloguing maps, will try to automatically detect missed author intent and fix the map itself before committing it. (2/2)
Source Engine trivia: renaming BSP files can break features
Cyberpunk, compiled as "cyberpunk_tf2.bsp" back in 2008, has never shown reflections because it was shipped as "cyberpunk.bsp"
Renaming it back solves it, picture is restored envmaps in Sourcelike (Godot)
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