From 87d354959dbe7b6b009fa0874f559d7cfb22c4af Mon Sep 17 00:00:00 2001 From: lenship2 Date: Mon, 1 Jun 2026 17:09:58 -0600 Subject: [PATCH] Change instances of 'flashlight' to 'clustered light' This edits BaseEntityAnimating and BaseEntityVisBrush to remove mentions of 'flashlight' in favor of a more intuitive 'clustered light' description. --- fgd/bases/BaseEntityAnimating.fgd | 8 ++++---- fgd/bases/BaseEntityVisBrush.fgd | 8 ++++---- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/fgd/bases/BaseEntityAnimating.fgd b/fgd/bases/BaseEntityAnimating.fgd index e1548d7c..29a26e5d 100644 --- a/fgd/bases/BaseEntityAnimating.fgd +++ b/fgd/bases/BaseEntityAnimating.fgd @@ -20,7 +20,7 @@ 1024 : "Mark for fast reflections" 2048 : "No shadow depth, for use with env_cascade_light" 4096 : "Dont cache in shadow depthmap (render every frame)" - 8192 : "No flashlight" + 8192 : "No clustered lighting" 16384 : "No CSM" ] @@ -70,7 +70,7 @@ 2: "Cache it = render only once" ] shadowdepthnocache[engine](integer): "": 0 - disableflashlight(boolean) : "Disable flashlight" : 0 : "Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity." + disableflashlight(boolean) : "Disable clustered lights" : 0 : "Used to disable clustered lighting and shadows on this entity." linedivider_anim[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked." @@ -90,8 +90,8 @@ input DisableShadow(void) : "Allows the entity to draw a render target (dynamic) shadow." input EnableShadow(void) : "Prevents the entity from drawing a render target (dynamic) shadow." - input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from projected textures (flashlights)." - input EnableReceivingFlashlight(void) : "This object may recieve light or shadows from projected textures (flashlights)." + input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from clustered lights." + input EnableReceivingFlashlight(void) : "This object will recieve light or shadows from clustered lights." input AlternativeSorting(boolean) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates" diff --git a/fgd/bases/BaseEntityVisBrush.fgd b/fgd/bases/BaseEntityVisBrush.fgd index 5be58f0f..9030a32c 100644 --- a/fgd/bases/BaseEntityVisBrush.fgd +++ b/fgd/bases/BaseEntityVisBrush.fgd @@ -21,7 +21,7 @@ 1024 : "Mark for fast reflections" 2048 : "No shadow depth, for use with env_cascade_light" 4096 : "Dont cache in shadow depthmap (render every frame)" - 8192 : "No flashlight" + 8192 : "No clustered lighting" 16384 : "No CSM" ] @@ -43,15 +43,15 @@ 2: "Cache it = render only once" ] shadowdepthnocache[engine](integer) : "Projected Texture Cache" : 0 - disableflashlight(boolean) : "Disable flashlight" : 0 : "Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity." + disableflashlight(boolean) : "Disable clustered lights" : 0 : "Used to disable clustered lighting and shadows on this entity." linedivider_visbrush[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : : "Oops, you must've misclicked." // Inputs input DisableShadow(void) : "Allows the entity to draw a render target (dynamic) shadow." input EnableShadow(void) : "Prevents the entity from drawing a render target (dynamic) shadow." - input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from projected textures (flashlights)." - input EnableReceivingFlashlight(void) : "This object may recieve light or shadows from projected textures (flashlights)." + input DisableReceivingFlashlight(void) : "This object will not recieve light or shadows from clustered lights." + input EnableReceivingFlashlight(void) : "This object will recieve light or shadows from clustered lights." input EnableDamageForces(void) : "Damaging the entity applies physics forces to it." input DisableDamageForces(void) : "Damaging the entity does not apply physics forces to it."