User contributions for SirYodaJedi
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21 November 2025
- 13:4013:40, 21 November 2025 diff hist +5 Light dynamic →Dedicated ConVars: hack to make the "only in" not monospace current
- 13:3613:36, 21 November 2025 diff hist +4 Light dynamic No edit summary
- 13:2813:28, 21 November 2025 diff hist +8 Lightmap →Scale
- 13:2613:26, 21 November 2025 diff hist −20 Lighting Undo revision 492813 by SirYodaJedi (talk) actually, I was thinking of mat_fullbright 2 Tag: Undo
- 13:2513:25, 21 November 2025 diff hist +20 Lighting →Console Commands Tag: Reverted
- 13:2213:22, 21 November 2025 diff hist +14 Lighting →Static Light Receivers
- 13:1313:13, 21 November 2025 diff hist +297 Ambient light →Stage 2: VRAD and Ambient Cubes: bug? current
- 12:2312:23, 21 November 2025 diff hist −44 Prop static →Vertex lighting: make it clearer that models aren't lit by their actual origin
- 11:4211:42, 21 November 2025 diff hist +253 $lightmap →See also current
- 11:3611:36, 21 November 2025 diff hist +9 m $lightmap →Limitations and caveats
- 11:3611:36, 21 November 2025 diff hist +2 $lightmap →Limitations and caveats
- 11:3511:35, 21 November 2025 diff hist +110 $lightmap No edit summary
- 11:3311:33, 21 November 2025 diff hist +30 $lightmap No edit summary
- 11:3211:32, 21 November 2025 diff hist +47 $lightmap Make it clearer that manual definition isn't possible in vanilla engine versions where the parameter exists
- 11:2211:22, 21 November 2025 diff hist +78 Prop static →VBSP deletes model
- 11:1911:19, 21 November 2025 diff hist +2 m Prop static →Models with bodygroups
- 11:1811:18, 21 November 2025 diff hist +127 Prop static →Vertex lighting
- 11:1511:15, 21 November 2025 diff hist +9 $illumposition No edit summary current
- 11:1411:14, 21 November 2025 diff hist 0 $illumposition Common misconception (since that's how GoldSrc and IdTech work), so marking as risk of confusion
- 10:5810:58, 21 November 2025 diff hist +1 m Bot →Determining game mode current
- 10:5310:53, 21 November 2025 diff hist +1 Hostage entity →Keyvalues current
- 09:0509:05, 21 November 2025 diff hist +1 BSP flags (Quake and GoldSrc) →Ambient Types current
- 09:0509:05, 21 November 2025 diff hist +157 BSP flags (Quake and GoldSrc) →Ambient Types
- 08:0508:05, 21 November 2025 diff hist +1 Template:KV BreakableBrush No edit summary current
- 08:0008:00, 21 November 2025 diff hist +34 Bmodel No edit summary current
- 07:5607:56, 21 November 2025 diff hist +26 Cycler wreckage No edit summary current
- 07:5507:55, 21 November 2025 diff hist +19 Cycler wreckage No edit summary
- 07:5307:53, 21 November 2025 diff hist +22 Cycler →See also
- 07:5007:50, 21 November 2025 diff hist +411 N Cycler wreckage Created page with "{{tabsBar|main=gs|base=cycler_wreckage}} {{CD|CWreckage|file1=h_cycler.cpp}} {{This is a|model entity|name=cycler_wreckage|game=Half-Life: Source|game1=Half-Life 2 series|game2=Portal series|game3=Counter-Strike series}} The cycler_wreckage entity creates a model or sprite and generates a constant plume of smoke around it. The model is always nonsolid. == Keyvalues == {{KV Targetname}} {{KV Model}}"
- 07:5007:50, 21 November 2025 diff hist +75 Cycler No edit summary
- 06:2706:27, 21 November 2025 diff hist 0 m File:CSGO Demolition maxplayers bug.jpg SirYodaJedi moved page File:CSGO Demolition gameplay.jpg to File:CSGO Demolition maxplayers bug.jpg without leaving a redirect current
- 06:2606:26, 21 November 2025 diff hist +12 Counter-Strike: Global Offensive/Game Modes/Demolition →Bugs: please name images appropriately
- 06:2406:24, 21 November 2025 diff hist 0 m File:CSGO Demolition maxplayers bug.jpg SirYodaJedi moved page File:20191101232253 1.jpg to File:CSGO Demolition gameplay.jpg
- 06:1806:18, 21 November 2025 diff hist −19 Template:Path No edit summary current
- 06:1306:13, 21 November 2025 diff hist −3 Blend No edit summary current
- 06:1106:11, 21 November 2025 diff hist +67 Template:Path sure why not; already have the icon anyway
- 06:0306:03, 21 November 2025 diff hist +312 Worldspawn (GoldSrc) why are these parsed as KVs if they're just going to be funneled into spawnflags? current
- 05:4205:42, 21 November 2025 diff hist +179 Working ladders (GoldSrc) No edit summary current
- 05:3705:37, 21 November 2025 diff hist +134 Working ladders →VScript workaround: neat. Doesn't seem to use any TF2 specific code, so probably works in any TF2 branch game (but the only one that'd matter is HL2DM, since the other three already have brush ladders) current
20 November 2025
- 17:2017:20, 20 November 2025 diff hist +5 m Cycler sprite (GoldSrc) No edit summary current
- 14:4814:48, 20 November 2025 diff hist +45 Env model (GoldSrc) Rendermode 4 might be most performant, but most official maps use 2 or 5, so it probably doesn't matter
- 14:4214:42, 20 November 2025 diff hist +12 Env model (GoldSrc) →Key Values: probably why they don't support skins. Apparently done instead of MAKE_STATIC to reduce necessary precaches.
- 14:2114:21, 20 November 2025 diff hist +10 Cycler sprite (GoldSrc) No edit summary
- 14:1914:19, 20 November 2025 diff hist +31 Cycler sprite (GoldSrc) No edit summary
- 14:1714:17, 20 November 2025 diff hist 0 m Env model (GoldSrc) Resort games. SoHL should go first because it's where it originated from. DoD immediately precedes because it's first-party.
19 November 2025
- 20:0720:07, 19 November 2025 diff hist +22 Func footstep control →Keyvalues current
- 19:5719:57, 19 November 2025 diff hist +2 m Env fire →Flags current
- 19:5619:56, 19 November 2025 diff hist +2 m Env fire →Flags
- 19:5519:55, 19 November 2025 diff hist +88 Env sprite clientside don't link in CD, because it's not the official valve version (which isn't legally available) current
- 19:4219:42, 19 November 2025 diff hist +22 Trigger sound (GoldSrc) →Keyvalues current