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2 changes: 1 addition & 1 deletion fgd/brush/func/func_breakable_surf.fgd
Original file line number Diff line number Diff line change
@@ -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" =
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2 changes: 1 addition & 1 deletion fgd/brush/func/func_smokevolume.fgd
Original file line number Diff line number Diff line change
@@ -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" =
[
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