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12 changes: 6 additions & 6 deletions fgd/bases/BaseClusteredDynLight.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -22,17 +22,17 @@
0: "None"
1: "Static Only"
]
_volumetricmode(choices) : "Volumetric light mode" : 2 : "The type of volumetric lighting to use for the light." =
[
0: "None"
2: "Dynamic Only"
]
slopescale(float) : "Slope Scale" : 1.0 : "Shadowmap slope scale. Higher values tend to eat away at the contact shadow, but can get rid of shadow acne. Higher values will also tend to shine through small shadow blockers"

texturename(string) : "Cookie Texture Name" : "" : "The cookie texture to use for the light. Must be a greyscale VTF file. " +
"An empty value means no cookie texture. This light will project the specified texture (aka making artificial shadows)."
textureframe(integer) : "Cookie Texture Frame" : 0 : "If cookie texture specified is multi-frame, this frame will be used for the light."


_volumetricmode(choices) : "Volumetric light mode" : 2 : "The type of volumetric lighting to use for the light." =
[
0: "None"
2: "Dynamic Only"
]
volumetric_lightscale(float) : "Volumetric Light Scale" : 1.0 : "The amount to scale the light's contribution in volumetric lighting"
volumetric_density(float) : "Volumetric Density" : 0.0 : "The volumetric density 'created' by the light. If a light would light an area of space, it adds this density to that area."

Expand Down
58 changes: 30 additions & 28 deletions fgd/bases/BaseEntityAnimating.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,20 @@
sphere(fademindist) sphere(fademaxdist)
= BaseEntityAnimating
[
linedivider_animbase[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

solid[engine](integer) : "Collisions": 6
solid(choices) : "Collisions" : 6 : "Method of collision for this entity. Can be changed at runtime with AddOutput." =
[
0: "None"
1: "BSP (QPhysics)"
2: "Bounding Box"
3: "Oriented Bounding Box"
4: "Oriented Bounding Box, constrained to Yaw only"
5: "Custom (defined per-entity, if not defined the entity will have bizarre collision behavior)"
6: "VPhysics"
]

effects[engine](integer) : "Effect Flags" : 0
effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72." =
[
Expand All @@ -24,29 +38,28 @@
16384 : "No CSM"
]

solid[engine](integer) : "Collisions": 6
solid(choices) : "Collisions" : 6 : "Method of collision for this entity. Can be changed at runtime with AddOutput." =
[
0: "None"
1: "BSP (QPhysics)"
2: "Bounding Box"
3: "Oriented Bounding Box"
4: "Oriented Bounding Box, constrained to Yaw only"
5: "Custom (defined per-entity, if not defined the entity will have bizarre collision behavior)"
6: "VPhysics"
]

body(integer) : "Bodygroup" : 0 : "Body Groups allow turning on and off parts of a model, so sections can be shown or hidden dynamically."
setbodygroup(integer) : "(Set) Body Group" : 0 : "Identical to Body Group (body), ask Valve why this is duplicated. Body Groups allow turning on and off parts of a model, so sections can be shown or hidden dynamically."

texframeindex(integer) : "Texture Frame" : : "The frame number for any animated textures on this entity."
hitboxset(string) : "Hitbox Set" : : "Sets the $hboxset to use for collision testing."

modelscale(float) : "Model Scale" : : "A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Negative values can crash the game!"


AllowSilentDissolve[+P2](boolean) : "Allow SilentDissolve input" : 1 : "Allow the SilentDissolve input to dissolve this object."
modelscale(float) : "Model Scale" : : "A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Negative values can crash the game!"

linedivider_animbase2[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

linedivider_animbase[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."
disableflashlight(boolean) : "Disable clustered lights" : 0 : "Used to disable clustered lighting and shadows on this entity."
disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity."
disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."

shadowdepthnocache(choices) : "Projected Texture Cache" : "0" : "Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead." =
[
0: "Default"
1: "No cache = render every frame"
2: "Cache it = render only once"
]
shadowdepthnocache[engine](integer): "": 0

LightingOrigin(target_destination) : "Lighting Origin" : : "Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin."
LightingOriginHack(target_destination) : "Lighting Origin Offset" : : "The info_lighting_relative from which to sample lighting instead of the entity's origin."
Expand All @@ -59,18 +72,7 @@
"Numbers smaller than 1 cause the prop to fade out at further distances, " +
"and greater than 1 cause it to fade out at closer distances."

disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."
disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity."
shadowdepthnocache(choices) : "Projected Texture Cache" : "0" : "Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead." =
[
0: "Default"
1: "No cache = render every frame"
2: "Cache it = render only once"
]
shadowdepthnocache[engine](integer): "": 0
disableflashlight(boolean) : "Disable clustered lights" : 0 : "Used to disable clustered lighting and shadows on this entity."

linedivider_anim[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."
linedivider_animbase3[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

// Inputs
input Skin(integer) : "Changes the model skin to the specified number."
Expand Down
20 changes: 12 additions & 8 deletions fgd/bases/BaseEntityPhysics.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,9 @@
sphere(fademindist) sphere(fademaxdist)
= BaseEntityPhysics
[

linedivider_physentbase1[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

solid[engine](integer) : "Collisions" : 6
solid(choices) : "Collisions" : 6 : "Method of collision for this entity. Can be changed at runtime with AddOutput." =
[
Expand All @@ -16,8 +19,17 @@
6: "VPhysics"
]

modelscale(float) : "Model Scale" : : "A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Negative values can crash the game!"

body(integer) : "Bodygroup" : 0 : "Sets the body group index for the model, starting with 0, if available."
texframeindex(integer) : "Texture Frame" : : "The frame number for any animated textures on this entity."

AllowSilentDissolve[+P2](boolean) : "Allow SilentDissolve input" : 1 : "Allow the SilentDissolve input to dissolve this object."

linedivider_physbase1[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."
disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity."

LightingOrigin(target_destination) : "Lighting Origin" : : "Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin."
LightingOriginHack(target_destination) : "Lighting Origin Offset" : : "The info_lighting_relative from which to sample lighting instead of the entity's origin."
Expand All @@ -30,14 +42,6 @@
"Numbers smaller than 1 cause the prop to fade out at further distances, " +
"and greater than 1 cause it to fade out at closer distances."

disablereceiveshadows(boolean) : "Disable Receiving Shadows?" : 0 : "Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity."
disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity."
modelscale(float) : "Model Scale" : : "A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Negative values can crash the game!"

AllowSilentDissolve[+P2](boolean) : "Allow SilentDissolve input" : 1 : "Allow the SilentDissolve input to dissolve this object."

linedivider_phys[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "One thing..."

// Inputs
input Skin(integer) : "Changes the model skin to the specified number."
input SetBodyGroup(integer) : "Change the model's bodygroup to the specified index number."
Expand Down
4 changes: 2 additions & 2 deletions fgd/bases/BaseLight.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@
= BaseLight
[
_light(color255) : "Brightness" : "255 255 255 200" : "Color and brightness of the light."
_lightHDR(color255) : "BrightnessHDR" : "-1 -1 -1 1" : "Color and brightness of this light when compiling in HDR mode. '-1 -1 -1 1' copies values from Brightness."
_lightscaleHDR(float) : "BrightnessScaleHDR" : 1 : "Amount to scale the light by when compiling for HDR."
_lightHDR(color255) : "Brightness HDR" : "-1 -1 -1 1" : "Color and brightness of this light when compiling in HDR mode. '-1 -1 -1 1' copies values from Brightness."
_lightscaleHDR(float) : "Brightness Scale" : 1 : "Amount to scale the light brightness."

style[engine](integer) : "Appearance" : 0
style(choices) : "Appearance" : 0 : "Controls this light's visual appearance." =
Expand Down
8 changes: 7 additions & 1 deletion fgd/bases/BaseLightFalloff.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -5,16 +5,22 @@
sphere(_hard_radius_override)
= BaseLightFalloff
[
linedivider_baselightf1[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

_constant_attn(string) : "Constant Falloff Ratio" : "0" : "Constant/Linear/Quadratic define a ratio which determines the falloff behaviour. " +
"The constant term causes the light to remain at a constant brightness."
_linear_attn(string) : "Linear Falloff Ratio" : "0" : "Constant/Linear/Quadratic define a ratio which determines the falloff behaviour. " +
"The linear term falls off at a constant rate depending on the distance travelled."
_quadratic_attn(string) : "Quadratic Falloff Ratio" : "1" : "Constant/Linear/Quadratic define a ratio which determines the falloff behaviour. " +
"The quadratic term falls off by the square of the distance. This is how light works in reality."

_fifty_percent_distance(string) : "50 percent falloff distance" : "0" : "Distance at which brightness should fall off to 50%. If set, overrides linear constant and quadratic parameters."
_zero_percent_distance(string) : "0 percent falloff distance" : "0" : "Distance at which brightness should fall off to negligible (1/256)%. Must set _fifty_percent_distance to use."
_hardfalloff(integer) : "Hard Falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lighting if not used carefully."

_distance(integer) : "Maximum Distance" : 0 : "The distance that light is allowed to cast."
_hardfalloff(integer) : "Hard Falloff" : 0 : "If set, causes lights to fall to exactly zero beyond the zero percent distance. May cause unrealistic lighting if not used carefully."
_hard_radius_threshold(float) : "Hard radius minimum brightness threshold" : 32
_hard_radius_override(float) : "Hard radius override" : 0 : "The distance that light is allowed to cast."

linedivider_baselightf2[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "One thing, I don't know why..."
]
2 changes: 2 additions & 0 deletions fgd/bases/BasePropPhysics.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,8 @@
2097152: "No collisions" : 0
]

linedivider_physbase1[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

minhealthdmg(integer) : "Min Damage to Hurt" : 0 : "The prop will ignore any damage events if the damage is less than this amount."
shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Use this to override how far this object casts shadows. 0 = default distance."
physdamagescale(float) : "Physics Impact Damage Scale" : 0.1 : "Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."
Expand Down
7 changes: 4 additions & 3 deletions fgd/bases/BaseSpotLight.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -4,11 +4,12 @@
line(255 255 255, targetname, target)
= BaseSpotLight
[
target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. " +
"This will override the spotlight's angles."
_inner_cone(integer) : "Inner (bright) angle" : 30
_cone(integer) : "Outer (fading) angle" : 45
_exponent(integer) : "Focus" : 1 : "Focus point of the light."
_exponent(integer) : "Focus" : 1 : "Changes the distance between the umbra and penumbra cone. " +
"Higher values make the edge of the light more blurred."
target(target_destination) : "Entity to point at" : : "The name of an entity in the map that the spotlight will point at. " +
"This will override the spotlight's angles."
_removeaftercompile(boolean) : "Remove After Compile" : 0 : "If set, removes this entity after processing the map with VRAD"
pitch(angle_negative_pitch) : "Pitch" : -90 : "Pitch rotation of this entity. Overrides the Pitch Yaw Roll value"
]
12 changes: 8 additions & 4 deletions fgd/bases/Breakable.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,12 @@
sphere(exploderadius)
= _Breakable
[
linedivider_breakable[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
minhealthdmg(integer) : "Minimum Damage to Hurt" : 0 : "The entity will ignore any damage events if the damage is less than this amount."
physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this object is hit by a physics object. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."

explodedamage(float) : "Explosion Damage" : 0 : "If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'."
exploderadius(float) : "Explosion Radius" : 0 : "If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'."
// Todo - damage vs magnitude
Expand All @@ -18,11 +24,9 @@
]

pressuredelay(float) : "Pressure Delay" : 0 : "Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart)."

minhealthdmg(integer) : "Minimum Damage to Hurt" : 0 : "The entity will ignore any damage events if the damage is less than this amount."
health(integer) : "Health" : 0 : "Number of points of damage to take before breaking. 0 means don't break."
physdamagescale(float) : "Physics Impact Damage Scale" : "1.0" : "Scales damage energy when this object is hit by a physics object. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials."

linedivider_dynbase2[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

// Inputs
input Break(void) : "Breaks the breakable."
input SetHealth(integer) : "Sets a new value for the breakable's health. If the breakable's health reaches zero it will break."
Expand Down
2 changes: 2 additions & 0 deletions fgd/bases/Glow.fgd
Original file line number Diff line number Diff line change
@@ -1,5 +1,7 @@
@BaseClass = Glow
[
linedivider_glow1[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked."

glowenabled(boolean) : "Enable Glow" : 0 : "Enable a glow effect around this prop. This effect allows the player to see important props more easily."
glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."
glowdist(integer) : "Glow Distance" : 1024 : "The max distance before the glow fades out."
Expand Down
12 changes: 4 additions & 8 deletions fgd/bases/prop_dynamic_base.fgd
Original file line number Diff line number Diff line change
Expand Up @@ -11,18 +11,14 @@
]

defaultanim(string) : "Default Animation" : : "The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation."
holdanimation(boolean) : "Hold Animation" : 0 : "If set, the prop will not loop its animation, but hold the last frame."
animateeveryframe(boolean) : "Animate Every Frame" : 1 : "Force this prop to animate every frame. This ensures it immediately transitions to the next animation, but means it's contantly checking this."
suppressanimsounds(boolean) : "Suppress Animation Sounds" : 0 : "If set, the prop will not play any sounds that are embedded in animations it plays."
randomanimation(boolean) : "Randomly Animate" : 0 : "If set, this prop will randomly choose and play animations, based upon the times specified in 'Min/Max Random Anim Time'. Inbetween the random animations, it will revert to playing the 'Default Animation'."
minanimtime(float) : "Min Random Anim Time" : 5 : "Minimum time between random animations."
maxanimtime(float) : "Max Random Anim Time" : 10 : "Maximum time between random animations."

disablebonefollowers(boolean) : "Disable Bone Followers" : 0 : "If set, the prop will not use bone followers, even if it has them defined."

holdanimation(boolean) : "Hold Animation" : 0 : "If set, the prop will not loop its animation, but hold the last frame."

suppressanimsounds(boolean) : "Suppress Anim Sounds" : 0 : "If set, the prop will not play any sounds that are embedded in animations it plays."

animateeveryframe(boolean) : "Animate Every Frame" : 1 : "Force this prop to animate every frame. This ensures it immediately transitions to the next animation, but means it's contantly checking this."

disablebonefollowers(boolean) : "Disable Bone Followers" : 0 : "If set, the prop will not use bone followers, even if it has them defined."

// Inputs
input SetAnimation(string) : "Make this prop play an animation. The parameter should be the name of the animation."
Expand Down
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