So it seems that entities drawing target lines as per your changelog + what I could dig up seems to accept "target", "targetN" (where N is an int), and "killtarget" (ound that out by reading HL FGD)
Is it possible to adjust this at all or expose a blank "force acceptable" check here for custom games? Or perhaps another prefix?
Use case: in Godot one thing someone may need to do is reparent an entity to another entity. It's a bit awkward to hook into the same strict target name system.
Again - minor details. Not really impacting usage too much. I've just been setting up my game's entities a bit more formally.
Thanks, and as always, really appreciate the work ya do.
https://github.com/Garux/netradiant-custom/blob/ac7b4d3cd408916534187304cfbbd41471350027/plugins/entity/namekeys.h#L130C4-L130C90
https://github.com/Garux/netradiant-custom/blob/ac7b4d3cd408916534187304cfbbd41471350027/plugins/entity/entity.cpp#L132
https://github.com/Garux/netradiant-custom/blob/ac7b4d3cd408916534187304cfbbd41471350027/plugins/entity/targetable.h#L242
So it seems that entities drawing target lines as per your changelog + what I could dig up seems to accept "target", "targetN" (where N is an int), and "killtarget" (ound that out by reading HL FGD)
Is it possible to adjust this at all or expose a blank "force acceptable" check here for custom games? Or perhaps another prefix?
Use case: in Godot one thing someone may need to do is reparent an entity to another entity. It's a bit awkward to hook into the same strict target name system.
Again - minor details. Not really impacting usage too much. I've just been setting up my game's entities a bit more formally. Thanks, and as always, really appreciate the work ya do.