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What it changes
Why it's needed
What does this PR change?
This replaces the use of multiple FGDs in the config default to now just Qodot_fgd.tres.
Does this pull request address an existing issue?
I did this to undo my old change of splitting Qodot_fgd into multiple FGDs, as it would split Trenchbroom entity selection depending on which FGD you had selected. It was cumbersome to use as a level editor when trying to choose multiple entities.
Selecting one FGD (here I'm using external, but multiple built in did the same) would only show me that FGD's entities, see how I'm filtering to used entities only, and only the QCC fgd entities are being shown.
While the base FGD property could've been used for this, users mentioned they didn't know what they were doing with choosing an FGD. I've kept qodot_fgd.tres the same to avoid compatibility breaking, but there is now a qodot_minimal_fgd.tres which just has worldspawn and func_group.
Thanks for contributing! Help us understand your pull request by explaining:
What does this PR change?
This replaces the use of multiple FGDs in the config default to now just Qodot_fgd.tres.
Does this pull request address an existing issue?
I did this to undo my old change of splitting Qodot_fgd into multiple FGDs, as it would split Trenchbroom entity selection depending on which FGD you had selected. It was cumbersome to use as a level editor when trying to choose multiple entities.
Selecting one FGD (here I'm using external, but multiple built in did the same) would only show me that FGD's entities, see how I'm filtering to used entities only, and only the QCC fgd entities are being shown.
While the base FGD property could've been used for this, users mentioned they didn't know what they were doing with choosing an FGD. I've kept
qodot_fgd.tres
the same to avoid compatibility breaking, but there is now aqodot_minimal_fgd.tres
which just has worldspawn and func_group.