Open electrovoyage opened 5 months ago
Brush entity angles are complicated. From the game's perspective, all entities are point entities - brush ents just get their model keyvalue set to a special brush model. So for most, angles would cause them to be rotated the same way a prop would be. But normally to rotate a brush entity in Hammer, you alter the geometry not change the angles. Doing both would produce a double-rotation. Also I think this doesn't work right with VRAD, it assumes the brush model won't be rotated when calculating lighting.
This really might affect planned instance collapsing functionality more than the specific FGDs, I'm not sure what to do.
Also I think this doesn't work right with VRAD, it assumes the brush model won't be rotated when calculating lighting.
What if the keyvalue description could say something like WARNING: Does not affect lighting!
?
So i was messing around with
trigger_push
when i noticed a Hammer bug, which madePoint At...
edit theangles
keyvalue instead of theDirection to push in
keyvalue i was editing. When i opened the game, i noticed the trigger was weirdly angled. So, i tried messing with theangles
keyvalue and it was actually rotating the trigger, with correct collision updates.The thing is,
angles
is fully supported (at least by the Portal 2 engine branch, however that's not something i can really test), however it's not in the FGD, even after HammerAddons FGD modifications.