diff --git a/fgd/bases/BaseTank.fgd b/fgd/bases/BaseTank.fgd index 633144c15..61eb00b5b 100644 --- a/fgd/bases/BaseTank.fgd +++ b/fgd/bases/BaseTank.fgd @@ -19,8 +19,6 @@ ] control_volume(target_destination) : "Control Volume" : : "Name of a trigger the specifies the volume in which a player must be to control this tank." - - master(string) : "(Team) Master" yawrate(string) : "Yaw rate" : "30" : "How fast tank can look left or right." yawrange(string) : "Yaw range" : "180" : "How far tank can turn left or right." diff --git a/fgd/bases/Door.fgd b/fgd/bases/Door.fgd index f446ae4e0..9d6b60995 100644 --- a/fgd/bases/Door.fgd +++ b/fgd/bases/Door.fgd @@ -1,4 +1,4 @@ -@BaseClass base(BaseEntityVisBrush, MasterEnt) +@BaseClass base(BaseEntityVisBrush) line(255 255 255, targetname, chainstodoor) = Door [ diff --git a/fgd/bases/MasterEnt.fgd b/fgd/bases/MasterEnt.fgd deleted file mode 100644 index 55bf04389..000000000 --- a/fgd/bases/MasterEnt.fgd +++ /dev/null @@ -1,6 +0,0 @@ -@BaseClass - line(255 255 255, targetname, master) -= MasterEnt - [ - master(target_destination) : "Master (Obsolete)" : : "(Legacy) The name of a master entity. If the master hasn't been activated, this entity will not activate." - ] diff --git a/fgd/brush/func/func_rot_button.fgd b/fgd/brush/func/func_rot_button.fgd index 7e4c7153c..5214acb76 100644 --- a/fgd/brush/func/func_rot_button.fgd +++ b/fgd/brush/func/func_rot_button.fgd @@ -1,4 +1,4 @@ -@SolidClass base(BaseEntityVisBrush, MasterEnt, Button) +@SolidClass base(BaseEntityVisBrush, Button) = func_rot_button: "A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position." [ speed(integer) : "Speed" : 50 : "The speed that the button rotates, in degrees per second." diff --git a/fgd/brush/momentary_rot_button.fgd b/fgd/brush/momentary_rot_button.fgd index 8158acaf0..6d74bf224 100644 --- a/fgd/brush/momentary_rot_button.fgd +++ b/fgd/brush/momentary_rot_button.fgd @@ -1,4 +1,4 @@ -@SolidClass base(BaseEntityVisBrush, Angles, MasterEnt) +@SolidClass base(BaseEntityVisBrush, Angles) = momentary_rot_button: "A brush entity that's designed to be used for rotating wheels, " + "where the player can rotate them to arbitrary positions before stopping." [ diff --git a/fgd/brush/trigger/trigger_hurt.fgd b/fgd/brush/trigger/trigger_hurt.fgd index 5db7034bc..292156694 100644 --- a/fgd/brush/trigger/trigger_hurt.fgd +++ b/fgd/brush/trigger/trigger_hurt.fgd @@ -1,4 +1,4 @@ -@SolidClass base(Trigger, MasterEnt, DamageType) +@SolidClass base(Trigger, DamageType) = trigger_hurt: "A trigger volume that damages entities that touch it." [ damage(integer) : "Damage" : 20 : "The amount of damage done to entities that touch this trigger. " + diff --git a/fgd/point/env/env_fog_controller.fgd b/fgd/point/env/env_fog_controller.fgd index 07d5228a4..b887ca6cb 100644 --- a/fgd/point/env/env_fog_controller.fgd +++ b/fgd/point/env/env_fog_controller.fgd @@ -19,7 +19,7 @@ farz(string) : "Far Z Clip Plane" : "-1" : "The distance at which the world will not be rendered." spawnflags(flags) : "spawnflags" = [ - 1: "Master (Has priority if multiple env_fog_controllers exist)" : 0 + 1: "Primary Fog Controller (takes priority over existing controllers)" : 0 ] hdrcolorscale(float) : "HDR Color Scale" : "1" : "Float value to multiply fog color by when running in HDR mode." diff --git a/fgd/point/env/env_tonemap_controller.fgd b/fgd/point/env/env_tonemap_controller.fgd index 905f0ce8b..d00d3718c 100644 --- a/fgd/point/env/env_tonemap_controller.fgd +++ b/fgd/point/env/env_tonemap_controller.fgd @@ -5,7 +5,7 @@ [ spawnflags(flags) : "spawnflags" = [ - 1: "Master (Has priority if multiple env_tonemap_controllers exist)" : 0 + 1: "Primary Tonemapper (takes priority over existing controllers)" : 0 ] // Inputs diff --git a/fgd/point/game/game_end.fgd b/fgd/point/game/game_end.fgd index b2b5a00ce..bcdf30d96 100644 --- a/fgd/point/game/game_end.fgd +++ b/fgd/point/game/game_end.fgd @@ -1,4 +1,4 @@ -@PointClass base(BaseEntityPoint, MasterEnt) +@PointClass base(BaseEntityPoint) appliesto(+USE_MULTIPLAYER) iconsprite("editor/game_end.vmt") = game_end: "An entity that ends a multiplayer game." diff --git a/fgd/point/game/game_player_equip.fgd b/fgd/point/game/game_player_equip.fgd index 01d96a1dc..f361a368a 100644 --- a/fgd/point/game/game_player_equip.fgd +++ b/fgd/point/game/game_player_equip.fgd @@ -1,5 +1,5 @@ @PointClass appliesto(-MOMENTUM) - base(BaseEntityPoint, MasterEnt) + base(BaseEntityPoint) iconsprite("editor/ficool2/game_player_equip") = game_player_equip: "An entity that gives equipment to the player who activates it. " + diff --git a/fgd/point/game/game_player_team.fgd b/fgd/point/game/game_player_team.fgd index 0038ef1e1..d9abdbd8c 100644 --- a/fgd/point/game/game_player_team.fgd +++ b/fgd/point/game/game_player_team.fgd @@ -1,5 +1,5 @@ @PointClass appliesto(+USE_TEAM) - base(BaseEntityPoint, MasterEnt) + base(BaseEntityPoint) iconsprite("editor/ficool2/game_player_team") color(200 0 0) = game_player_team: "An entity that changes the team of the player who activates it." diff --git a/fgd/point/game/game_score.fgd b/fgd/point/game/game_score.fgd index d6e0b4c41..f6705b8ad 100644 --- a/fgd/point/game/game_score.fgd +++ b/fgd/point/game/game_score.fgd @@ -1,5 +1,5 @@ @PointClass appliesto(+USE_MULTIPLAYER) - base(BaseEntityPoint, MasterEnt) + base(BaseEntityPoint) iconsprite("editor/ficool2/game_score") color(200 0 0) = game_score: "An entity that awards/deducts points from the player who activates it or to a specific team." diff --git a/fgd/point/game/game_text.fgd b/fgd/point/game/game_text.fgd index 660ecb419..a444b34ca 100644 --- a/fgd/point/game/game_text.fgd +++ b/fgd/point/game/game_text.fgd @@ -1,4 +1,4 @@ -@PointClass base(BaseEntityPoint, MasterEnt) +@PointClass base(BaseEntityPoint) iconsprite("editor/game_text.vmt") color(200 0 0) = game_text: "An entity that displays text on player's screens." diff --git a/fgd/point/info/info_player_start.fgd b/fgd/point/info/info_player_start.fgd index 8f3cbb9be..3e4a96077 100644 --- a/fgd/point/info/info_player_start.fgd +++ b/fgd/point/info/info_player_start.fgd @@ -3,10 +3,10 @@ = info_player_start: "This entity indicates the position and facing direction at which the player will spawn. " + "Any number of info_player_start entities may be placed in a map for when working in cordoned-off portions of the map. " + "When multiple info_player_start entities are present in a map, " + - "set the 'Master' spawnflag on one of them to indicate which one should be used when running the entire map." + "set the 'Primary Spawn Point' spawnflag on one of them to indicate which one should be used when running the entire map." [ spawnflags(flags) : "spawnflags" = [ - 1: "Master (Has priority if multiple info_player_starts exist)" : 0 + 1: "Primary Spawn Point" : 0 ] ] diff --git a/fgd/point/item/item_dynamic_resupply.fgd b/fgd/point/item/item_dynamic_resupply.fgd index 4c24b68c0..5c56f4188 100644 --- a/fgd/point/item/item_dynamic_resupply.fgd +++ b/fgd/point/item/item_dynamic_resupply.fgd @@ -10,17 +10,17 @@ "In that case, a random piece of ammo used by a weapon, that the player has, will be spawned. " + "If the 'Fallback to Health Vial' spawnflag is set, a health vial will be spawned instead of the ammo." + "\n\n" + - "By default, the item_dynamic_resupply uses the values inside the Master resupply, instead of using it's own values. " + + "By default, the item_dynamic_resupply uses the values inside the primary resupply, instead of using its own values. " + "This makes it easy to tweak the desired loadout of many resupplies. " + - "The BecomeMaster input allows you to switch Masters dynamically as the level progresses." + "The BecomeMaster input allows you to switch primary resupplies dynamically as the level progresses." [ spawnflags(flags) : "spawnflags" = [ - 1: "Use Master's values" : 1 - 2: "Is Master" : 0 + 1: "Use primary resupply values" : 1 + 2: "Is primary resupply entity" : 0 4: "Spawn even if player meets all requirements" : 0 - 8: "Fallback to Health Vial" : 0 - 16: "Alternate master" : 0 + 8: "Force-spawn health vial if player inventory is full" : 0 + 16: "Alternate resupply" : 0 ] desiredhealth(float) : "Desired Health Ratio" : 1 : "A ratio from 0 to 1." + @@ -50,8 +50,8 @@ // Inputs input CalculateType(void) : "Force the dynamic resupply to calculate which item it should spawn." - input BecomeMaster(void) : "Make this resupply the master resupply. " + - "All other resupplies set to Use Master's Values will now use this resupply's values." + input BecomeMaster(void) : "Make this dynamic resupply the primary resupply. " + + "All other resupplies set to use the primary resupply's parameters will now use the values specified by this entity instead." // Outputs output OnItem(ehandle) : "Fired with each item created by this box." diff --git a/fgd/point/item/item_item_crate.fgd b/fgd/point/item/item_item_crate.fgd index 60f990872..3785a9db8 100644 --- a/fgd/point/item/item_item_crate.fgd +++ b/fgd/point/item/item_item_crate.fgd @@ -18,7 +18,7 @@ itemclass(pointentityclass) : "Item Type" : "item_dynamic_resupply" : "Class name of the entity to spawn when the crate is broken" itemcount(integer) : "Item Count" : 1 : "Number of items to emit upon breakage" - specificresupply(target_destination) : "Specific resupply" : : "If item type is item_dynamic_resupply, specify a specific one to use instead of the master" + specificresupply(target_destination) : "Specific resupply" : : "If item type is item_dynamic_resupply, specify a specific one to use instead of the primary resupply." // Inputs input Kill(void) : "Remove the item crate" diff --git a/fgd/point/postprocess/postprocess_controller.fgd b/fgd/point/postprocess/postprocess_controller.fgd index f41c59865..6ffc648d8 100644 --- a/fgd/point/postprocess/postprocess_controller.fgd +++ b/fgd/point/postprocess/postprocess_controller.fgd @@ -1,26 +1,33 @@ @PointClass base(BaseEntityPoint) iconsprite("editor/postprocess_controller.vmt") color(255 255 255) -= postprocess_controller: "An entity that controls the postprocess settings in the map." += postprocess_controller: "When present, enables post-processing effects from Left 4 Dead 2, which include film grain, contrast adjustment, depth-of-field and vignettes." [ fadetime(float) : "Fade-in time" : "2" - localcontraststrength(float) : "Local contrast strength [-1..x]" : "0" - localcontrastedgestrength(float) : "Local contrast edge strength [0..1]" : "0" + localcontraststrength(float) : "Local contrast strength [0-1]" : "0" : "Global contrast strength. Accepts negative values." + localcontrastedgestrength(float) : "Local contrast edge strength [0-1]" : "0" : "Contrast strength for edges displayed on-screen." - vignettestart(float) : "Vignette start distance [0..1]" : "0.8" - vignetteend(float) : "Vignette end distance [0..x]" : "1.1" + vignettestart(float) : "Vignette start distance [0-1]" : "0.8" : "The linear start point of the vignette effect." + vignetteend(float) : "Vignette end distance [0..x]" : "1.1" : "The linear end point of the vignette effect." - vignetteblurstrength(float) : "Vignette blur strength [0..1]" : "0" - fadetoblackstrength(float) : "Fade to black strength [0..1]" : "0" + vignetteblurstrength(float) : "Vignette blur strength" : "1" : "How strong the vignette effect should be, from a range of 0 through 1." + + "Specifying blur strength values past 1 can invert the game's colors." + + // inverted in csgo and later + fadetoblackstrength(float) : "Fade to black strength" : "1" : "How strong the vignette effect should be, from a range of 0 through 1." + + "In CS:GO and later games, this value ranges from 1 through 0 as this parameter's output is inverted." - depthblurfocaldistance(float) : "Depth-blur focal plane distance [0..1]" : "0" - depthblurstrength(float) : "Depth-blur effect strength [0..x]" : "0" - screenblurstrength(float) : "Full-screen blur strength [0..1]" : "0" - filmgrainstrength(float) : "Film grain strength [0..x]" : "0" + depthblurfocaldistance(float) : "Depth-blur focal plane distance [0-1]" : "0" + depthblurstrength(float) : "Depth-blur effect strength [0-x]" : "0" + screenblurstrength(float) : "Full-screen blur strength [0-1]" : "0" + + // inverted in csgo and later + filmgrainstrength(float) : "Film grain strength [1-0]" : "1" : "How strong the film grain effect should be, from a range of 0 through 1." + + "In CS:GO and later games, this value ranges from 1 through 0 as this parameter's output is inverted." spawnflags(flags) : "spawnflags" = [ - 1: "Master (Has priority if multiple postprocess_controllers exist)" : 0 + 1: "Primary Post-Process Controller (takes priority over existing controllers)" : 0 ] // Inputs diff --git a/fgd/point/prop/prop_door_rotating.fgd b/fgd/point/prop/prop_door_rotating.fgd index c867eb1a8..63c91d460 100644 --- a/fgd/point/prop/prop_door_rotating.fgd +++ b/fgd/point/prop/prop_door_rotating.fgd @@ -4,7 +4,8 @@ // line(255, 255, 255, targetname, slavename) = prop_door_rotating: "An entity used to place a door in the world." [ - slavename(target_destination) : "Slave Name" : : "The name of any doors that should be slaved to this door " + + // This param name really needs to be replaced in code!! + slavename(target_destination) : "Secondary Door Name" : : "The secondary door name(s) that should be tied/linked to this specific door " + "(i.e. should open when this one opens, and close when this one closes)." hardware[engine](integer) : "Hardware Type" : 1 diff --git a/fgd/point/sky/sky_camera.fgd b/fgd/point/sky/sky_camera.fgd index 24d66765c..739d04869 100644 --- a/fgd/point/sky/sky_camera.fgd +++ b/fgd/point/sky/sky_camera.fgd @@ -14,7 +14,7 @@ spawnflags(flags) : "spawnflags" = [ - 1: "Master (takes priority if multiple sky_cameras exist)" : 0 + 1: "Primary Sky Camera" : 0 2: "Continuously update position (for moving sky_cameras)" : 0 ] diff --git a/fgd/point/team/team_control_point_master.fgd b/fgd/point/team/team_control_point_master.fgd index b10d80d6a..7274bcab1 100644 --- a/fgd/point/team/team_control_point_master.fgd +++ b/fgd/point/team/team_control_point_master.fgd @@ -1,6 +1,6 @@ @PointClass base(BaseEntityPoint, EnableDisable) appliesto(TF2_ENTITIES) -= team_control_point_master: "Control Point Master" += team_control_point_master: "Team Fortress 2 control point manager. Defines how player control point assets are defined per-team and imposes restrictions on captures." [ team_base_icon_2(material) : "Material for the RED Base icon" : "sprites/obj_icons/icon_base_red" team_base_icon_3(material) : "Material for the BLUE Base icon" : "sprites/obj_icons/icon_base_blu" @@ -42,10 +42,10 @@ input SetCapLayoutCustomPositionX(float) : "Set the cap layout custom X position [0,1]" input SetCapLayoutCustomPositionY(float) : "Set the cap layout custom Y position [0,1]" - input RoundSpawn(void) : "Clear out old control points,round AND find the new control points,round and if successful, do CPMThink AND also tell the resource to ResetControlPoints." - input RoundActivate(void) : "if we're using mini-rounds and haven't picked one yet, find one to play OR Tell the objective resource what control points are in use in the selected mini-round." + input RoundSpawn(void) : "Reset all control points to their default states." + input RoundActivate(void) : "Activate all control points for the current game's round or stage." // Outputs output OnWonByTeam1(void) : "Sent when RED wins the game." - output OnWonByTeam2(void) : "Sent when BLUE wins the game." + output OnWonByTeam2(void) : "Sent when BLU wins the game." ] diff --git a/fgd/point/vgui/vgui_movie_display.fgd b/fgd/point/vgui/vgui_movie_display.fgd index f183f3a3f..0d5cd4ad7 100644 --- a/fgd/point/vgui/vgui_movie_display.fgd +++ b/fgd/point/vgui/vgui_movie_display.fgd @@ -41,18 +41,18 @@ "media/menu_act04.webm" : "Menu Background: Act 4" "media/menu_act05.webm" : "Menu Background: Act 5" "media/sp_30_a4_finale5.webm" : "SP Ending" - "media/sp_credits_bg.webm" : "Want You Gone Background" + "media/sp_credits_bg.webm" : "SP Credits Background" "media/sp_a5_credits.webm" : "Space" - "media/sp_ending_callback.webm" : "Space Wheatley" + "media/sp_ending_callback.webm" : "Post-Credits Sequence" // Coop "media/coop_bluebot_load.webm" : "ATLAS Schematic" - "media/coop_orangebot_load.webm" : "P-Body Schematic" + "media/coop_orangebot_load.webm" : "P-Body Schematic" "media/coop_bots_load.webm" : "Conveyor Bots" - "media/coop_bots_load_wave.webm" : "Waving Bots" + "media/coop_bots_load_wave.webm" : "Waving Bots" "media/coop_intro.webm" : "Coop Intro" "media/coop_outro.webm" : "Coop Outro" - "media/coop_bts_blueprints.webm" : "Coop Disc: Blueprints" + "media/coop_bts_blueprints.webm" : "Coop Disc: Blueprints" "media/coop_bts_powergrid_01.webm" : "Coop Disc: Power Grid 1" "media/coop_bts_powergrid_02.webm" : "Coop Disc: Power Grid 2" "media/coop_bts_radar_01.webm" : "Coop Disc: Radar 1" @@ -61,7 +61,7 @@ "media/coop_bts_security_02.webm" : "Coop Disc: Security 2" "media/coop_bts_radar.webm" : "Coop Disc: Unused Radar" "media/coop_bts_security.webm" : "Coop Disc: Unused Security" - "media/insert_disc.webm" : "Insert Disc" + "media/insert_disc.webm" : "Insert Disc" "media/dlc1_endmovie.webm" : "Art Therapy Outro" // Other @@ -74,13 +74,14 @@ "media/attract_panels.webm" : "Extras: Panels" "media/attract_turrets.webm" : "Extras: Turrets" ] - groupname(string) : "Group Name" - looping(boolean) : "Loop Movie" : 0 + groupname(string) : "Group Name" : "" : "Specify the group that this video panel belongs to. Any commands issued to the primary video panel in this group will cause all other panels to follow its behavior." + looping(boolean) : "Loop Movie" : 0 : "Should this video play in an infinite loop?" width(integer) : "Panel Width in World (Green)" : 256 : "Width of the panel in units." height(integer) : "Panel Height in World (Blue)" : 128 : "Height of the panel in units." stretch(boolean) : "Stretch to Fill" : 0 - forcedslave(boolean) : "Forced slave" : 0 + // Needs to be changed in code!!! + forcedslave(boolean) : "Linked panel" : 0 : "Inputs from the primary vgui_movie_display entity this is linked to should also be redirected to this entity." forceprecache(boolean) : "Force precache" : 0 : "Precache the movie referred to by Movie Filename on entity spawn." noscanline(boolean) : "Disable Scanline Overlay" : 0 : "Disables the default scanline overlay." @@ -100,7 +101,7 @@ input SetDisplayText(string) : "Sets the display text." input SetMovie(string) : "Sets the movie to display." input SetUseCustomUVs(boolean) : "Use custom UVs." - input TakeOverAsMaster(void) : "Start using this video as the master of it's group." + input TakeOverAsMaster(void) : "Set this specific panel as the primary video display entity." input SetUMin(float) : "Set the minimum U." input SetUMax(float) : "Set the maximum U." input SetVMin(float) : "Set the minimum V."