diff --git a/fgd/bases/BaseEntityAnimating.fgd b/fgd/bases/BaseEntityAnimating.fgd index 29a26e5d4..157d77dc3 100644 --- a/fgd/bases/BaseEntityAnimating.fgd +++ b/fgd/bases/BaseEntityAnimating.fgd @@ -59,8 +59,6 @@ "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." - shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity." - disableshadows(boolean) : "Disable Shadows?" : 0 : "Prevent the entity from creating cheap render-to-texture/dynamic shadows." 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." = @@ -88,8 +86,6 @@ input fademindist(float) : "Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox." input fademaxdist(float) : "Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox." - input DisableShadow(void) : "Allows the entity to draw a render target (dynamic) shadow." - input EnableShadow(void) : "Prevents the entity from drawing a render target (dynamic) shadow." input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from clustered lights." input EnableReceivingFlashlight(void) : "This object will recieve light or shadows from clustered lights." diff --git a/fgd/bases/BaseEntityPhysics.fgd b/fgd/bases/BaseEntityPhysics.fgd index df643202c..90e3bcf49 100644 --- a/fgd/bases/BaseEntityPhysics.fgd +++ b/fgd/bases/BaseEntityPhysics.fgd @@ -30,9 +30,8 @@ "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." - shadowcastdist(integer) : "Shadow Cast Distance" : : "Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity." - disableshadows(boolean) : "Disable Shadows?" : 0 : "Prevent the entity from creating cheap render-to-texture/dynamic shadows." 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." @@ -52,8 +51,9 @@ input SetLightingOriginHack(string) : "Offsets the entity's lighting origin by their distance from an info_lighting_relative." input fademindist(float) : "Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox." input fademaxdist(float) : "Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox." - input DisableShadow(void) : "Allows the entity to draw a render target (dynamic) shadow." - input EnableShadow(void) : "Prevents the entity from drawing a render target (dynamic) shadow." + + input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from clustered lights." + input EnableReceivingFlashlight(void) : "This object will recieve light or shadows from clustered lights." input Dissolve[+P2](void) : "Fizzles the object, firing the OnFizzled output." input SilentDissolve[+P2](void) : "Kills the object immediately, firing the OnFizzled output."