Valve announced that all their future games will be released simultaneously for Windows and Mac. In April 2010, Valve released all of their major Source games on OS X, coinciding with the release of the Steam client on the same platform. Gabe Newell cited these issues when criticizing the console during the release of The Orange Box. The PlayStation 3 release was outsourced to Electronic Arts, and was plagued with issues throughout the process. Program code can be ported from PC to Xbox 360 simply by recompiling it. It includes asset converters, cross-platform play and Xbox Live integration. Valve created the Xbox 360 release of The Orange Box in-house, and support for the console is fully integrated into the main engine codeline. Multiprocessor support was later backported to Team Fortress 2 and Day of Defeat: Source. However, support on the PC was experimental and unstable until the release of Left 4 Dead. The release of The Orange Box on multiple platforms allowed for a large code refactoring, which let the Source engine take advantage of multiple CPU cores. In addition, the facial animation system was made hardware-accelerated on modern video cards for 'feature film and broadcast television' quality. An in-process tools framework was created to support it, which also supported the initial builds of Source Filmmaker. An artist-driven, threaded particle system replaced previously hard-coded effects for all of the games within. The Source 2007 branch represented a full upgrade of the Source engine for the release of The Orange Box.
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