Category:Semi-internal entities: Difference between revisions

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* light entities - their functionality is mostly taken care of by VRAD and remain in-game only if named for the purpose of toggling them ([[light]], [[light_environment]], [[light_spot]], [[light_directional]])
* light entities - their functionality is mostly taken care of by VRAD and remain in-game only if named for the purpose of toggling them ([[light]], [[light_environment]], [[light_spot]], [[light_directional]])
* [[func_detail_blocker]] - detail sprites are not placed within their volume during compile and they still exist in-game but not do anything at that point
* [[func_detail_blocker]] - detail sprites are not placed within their volume during compile and they still exist in-game but not do anything at that point
* [[func_areaportal]] - functionality taken care of by VBSP[https://github.com/ValveSoftware/source-sdk-2013/blob/0565403b153dfcde602f6f58d8f4d13483696a13/src/utils/vbsp/map.cpp#L1681], and the entity remains in-game without a brush  
* [[func_areaportal]] - functionality taken care of by VBSP[https://github.com/ValveSoftware/source-sdk-2013/blob/0565403b153dfcde602f6f58d8f4d13483696a13/src/utils/vbsp/map.cpp#L1681], and the entity remains in-game without a brush (the brush is moved to world)


== See also ==
== See also ==

Revision as of 13:51, 20 April 2025

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This is a draft category page. It is a work in progress open to editing by anyone.
Remember to check for any notes left by the tagger at this article's talk page.

It's an entity that is processed by compiler (VBSP or VRAD for example) and the entity also exist in the engine as non-internal.

Semi-internal entities

  • light entities - their functionality is mostly taken care of by VRAD and remain in-game only if named for the purpose of toggling them (light, light_environment, light_spot, light_directional)
  • func_detail_blocker - detail sprites are not placed within their volume during compile and they still exist in-game but not do anything at that point
  • func_areaportal - functionality taken care of by VBSP[1], and the entity remains in-game without a brush (the brush is moved to world)

See also

Subcategories

This category has only the following subcategory.