diff --git a/fgd/brush/func/func_breakable_surf.fgd b/fgd/brush/func/func_breakable_surf.fgd index 0b6a0cf6..bdd96379 100644 --- a/fgd/brush/func/func_breakable_surf.fgd +++ b/fgd/brush/func/func_breakable_surf.fgd @@ -1,7 +1,7 @@ @SolidClass base(BreakableBrush) quadbounds() = func_breakable_surf: "A breakable surface, for partially breakable glass / tile / etc. " + - "All faces but the desired visible one must be marked as NODRAW and that face must be 4 sided. " + + "All faces but the desired visible one must be marked as NODRAW and that face must be 4 sided. " + "Note that ONLY tools/nodraw will work! This entity is hardcoded to use it, and any other nodraw texture is ignored." + "The material applied to the visible face must be set up to be breakable." [ spawnflags(flags) : "spawnflags" = diff --git a/fgd/brush/func/func_smokevolume.fgd b/fgd/brush/func/func_smokevolume.fgd index 75ec3a4f..365ba426 100644 --- a/fgd/brush/func/func_smokevolume.fgd +++ b/fgd/brush/func/func_smokevolume.fgd @@ -1,5 +1,5 @@ @SolidClass base(BaseEffectBrush) -= func_smokevolume: "A brush entity that spawns smoke particles within its volume." += func_smokevolume: "A brush entity that spawns smoke particles within its volume." + "This entity should never have it's volume overlapping func_preciptation, or the game will immediatley crash when the level finishes loading" + "This entity is much less performant than a particle system, so consider using that or obb_volumefog as an alternative." [ spawnflags(flags) : "spawnflags" = [