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Unified FGD changes 2 #87
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Not changing sprite keyvalues for now, those need to add .vmt at the end
It now explains where the config file is located
Hopefully these won't be changed back again
…HammerAddons into unified-fgd-changes-2
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Ahh, ah, ahhhh
func_instance
andfunc_instance_parms
in all games (Instance entities are not included in all FGDs #14)modelscale
for physics props in all games (BaseEntityPhysics should havemodelscale
in all games #65)axis_helper_thick
formove_rope
(Change "move_rope" model to use the thick axis helper #54)decal
keyvalue types tomaterial
, to suppress annoying auto-filtering behaviorcomp_pack_replace_soundscript
env_portal_credits
info_player_ping_detector
skybox_swapper
env_credits
FGD, and fix inverted sprite font.prop_weighted_cube
FGD, better explaining how to use custom models and fixing "Weighted Pivot Cube" should be "Discouragement Redirection Cube" #64.cache
(soundcache) filesstudio()
tostudioprop()
, and fix weapon_bugbait and weapon_crossbow do not display models in Hammer #40prop_portal
model (Add Co-op portal skins to prop_portal Hammer model #85), and make the starting portal color consistent between game and Hammer (prop_portal's starting portal color and Hammer skin are inconsistent #86)func_train
entity, a mostly-obsolete Quake leftover that's useful for fast-moving objects.env_portal_path_track
FGD, basing directly on normal path_tracks and properly explaining how it differs from those.npc_wheatley_boss
default to the full model, instead of the cutoff monitor one which nobody should be using.hammer_notes
in games that don't support them