diff --git a/fgd/bases/BaseEntityAnimating.fgd b/fgd/bases/BaseEntityAnimating.fgd index 98111353..e1548d7c 100644 --- a/fgd/bases/BaseEntityAnimating.fgd +++ b/fgd/bases/BaseEntityAnimating.fgd @@ -62,7 +62,7 @@ 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 flashlight) for 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." = [ 0: "Default" diff --git a/fgd/bases/BaseEntityVisBrush.fgd b/fgd/bases/BaseEntityVisBrush.fgd index ea8c4c28..5be58f0f 100644 --- a/fgd/bases/BaseEntityVisBrush.fgd +++ b/fgd/bases/BaseEntityVisBrush.fgd @@ -34,7 +34,8 @@ _minlight(float) : "Minimum Light Level" : 0 : "The minimum level of ambient light that hits this brush." 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 flashlight) for this entity." + disableshadowdepth(boolean) : "Disable ShadowDepth" : 0 : "Used to disable rendering into shadow depth (for clustered lights) for this entity." + drawinfastreflection(boolean) : "Render in fast reflections" : 0 : "If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass." 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." = [ 0: "Default"