wootguy

Results 47 comments of wootguy

The clipnode count will be reduced only if you delete all entities that reference a model that's using up clipnodes. You need to do a `clean` after that to delete...

> they have clipnodes limit exceeded (though they were compiled successfully). I wonder which compiler allowed that to happen 🤔

I've seen this happen a lot but I can't reproduce it reliably. Right clicking on nothing isn't enough. Seems like it happens while clicking stuff before the map is loaded.

yeah, the texture light values are gone after the map is compiled. You could maybe get approximate values by checking the lightmap colors on the texture light faces though. Probably...

I want to take this even further and group keys by the parent classes defined in the FGD, too. Things like `func_door` get cluttered with inventory and trigger filtering related...

clean removes unused data that accumulates after editing BSP models. Maps might also have lots of unused data to begin with (of1a1.bsp has 13k unused planes for some reason). Deleting...

It's probably a lot more than just trigger_autosave. Each game/mod would need a sort of config file that defines which hulls are ok to delete from its custom entities.

I think you need to add the FGD path in settings. I'm guessing every point entity looks like a purple cube, too. ![image](https://user-images.githubusercontent.com/12087544/102820447-1f068180-438a-11eb-94b6-03632d413e18.png) Someone else had a problem where the...

Adding the half-life fgd works for me, but I got the same bug when trying to load that _and_ an invalid fgd. ![image](https://user-images.githubusercontent.com/12087544/103162695-91bb9680-47a8-11eb-9916-b3dd034bb72e.png) ^ that broken path to `sven-coop.fgd` is...

Are you building from master or is this in v3? There is a way to move the window when this happens (right click the window in the task bar ->...