Deadlock and its shaders change pretty often due to being in early development, but this should at the very least improve importing the map into blender by a massive amount.
Features:
Entity support based on the community FGD (as it does not have an official one yet).
Basic support for citadel_overlay and environment_blend shaders
Notes:
I wrote the entity handler code a week or 2 ago, and even in that short period of time many more entities have been added and as such are unsupported
Many entities, such as triggers, have a load button but do not currently load their mesh.
Due to only setting up entity handlers and not entity classes, none of the point entities load their models/icons
the citadel_breakable_prop entity spawns a specific mesh based on a keyvalue, which is not supported yet, so it also fails to load its mesh
the citadel_overlay and environment_blend shaders are still missing some functionality, with environment_blend in specific missing support for texture modification like contrast & brightness, as well as texture borders (i believe is possible with the cycles exclusive AO node, maybe possible otherwise?), ambient occlusion, world overlay scaling, and many many attributes. It is a pretty damn complicated 3-way blend shader. Both shaders are also missing support for displacement mapping, however Valve themselves deprecated this feature in an update on September 26th, stating that it is "no longer an official option and will likely be cut", so I don't see much of a reason to support it.
I would not be surprised if the filepath detector breaks at some point in the future, as the game folder is still titled "citadel", and I wouldn't be surprised if down the road they change it to just "deadlock"
There are still many other shaders that are unsupported, environment_layer.vfx seems to be the most common.
I am terrible at coding in python, and mostly just tried to follow whatever other parts of the addon did, I probably did many things quite poorly.
Deadlock and its shaders change pretty often due to being in early development, but this should at the very least improve importing the map into blender by a massive amount.
Features:
Notes:
citadel_breakable_prop
entity spawns a specific mesh based on a keyvalue, which is not supported yet, so it also fails to load its mesh