Template:I visiblebrush: Difference between revisions

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(note)
m (Added to Input Templates category)
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{{IO|DisableReceivingFlashlight|since=P2|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}}
{{IO|DisableReceivingFlashlight|since=P2|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}}
{{IO|EnableDrawInFastReflection|since=P2|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}}
{{IO|EnableDrawInFastReflection|since=P2|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}}
{{IO|DisableDrawInFastReflection|since=P2|Prevents the entity from rendering in fast reflections.}}}}
{{IO|DisableDrawInFastReflection|since=P2|Prevents the entity from rendering in fast reflections.}}}}<noinclude>
[[Category:Input Templates|Visiblebrush]]
</noinclude>

Revision as of 18:49, 23 January 2020

portal2=1 for portal 2 inputs!Visible Brush:

Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.