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FGD missing 'angles' keyvalue in trigger brush entities #270

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electrovoyage opened this issue Jun 12, 2024 · 2 comments
Open

FGD missing 'angles' keyvalue in trigger brush entities #270

electrovoyage opened this issue Jun 12, 2024 · 2 comments
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enhancement FGD Concerns the entity definitions

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@electrovoyage
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So i was messing around with trigger_push when i noticed a Hammer bug, which made Point At... edit the angles keyvalue instead of the Direction to push in keyvalue i was editing. When i opened the game, i noticed the trigger was weirdly angled. So, i tried messing with the angles keyvalue and it was actually rotating the trigger, with correct collision updates.

The thing is, angles is fully supported (at least by the Portal 2 engine branch, however that's not something i can really test), however it's not in the FGD, even after HammerAddons FGD modifications.

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@TeamSpen210
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Brush entity angles are complicated. From the game's perspective, all entities are point entities - brush ents just get their model keyvalue set to a special brush model. So for most, angles would cause them to be rotated the same way a prop would be. But normally to rotate a brush entity in Hammer, you alter the geometry not change the angles. Doing both would produce a double-rotation. Also I think this doesn't work right with VRAD, it assumes the brush model won't be rotated when calculating lighting.

This really might affect planned instance collapsing functionality more than the specific FGDs, I'm not sure what to do.

@TeamSpen210 TeamSpen210 added enhancement FGD Concerns the entity definitions labels Jun 12, 2024
@electrovoyage
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Also I think this doesn't work right with VRAD, it assumes the brush model won't be rotated when calculating lighting.

What if the keyvalue description could say something like WARNING: Does not affect lighting!?

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Labels
enhancement FGD Concerns the entity definitions
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