Update TrenchBroom FGD
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// func_detail
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// Similar in function to the func_detail in Source, though it is still subject to the bsp file format.
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@SolidClass = func_detail : "Detail brushes"
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[
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// You can leave the detail level to 1. For tiny objects, you might set to 2, so that they won't chop faces of other func_details.
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zhlt_detaillevel(integer) : "Detail level" : 1
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// For large shapes such as terrain and walls, set this to no less than their detail level, so that they can chop the faces of adjacent world brushes.
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zhlt_chopdown(integer) : "Lower its level to chop others" : 0
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// Usually you don't have to use this.
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zhlt_chopup(integer) : "Raise its level to get chopped" : 0
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// For brushes in the same detail level and have overlapping faces (which are on the same plane), this priority determines which one will appear.
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zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
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// Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem.
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zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1
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// Very useful option which can reduce clipnode count.
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zhlt_noclip(choices) : "Passable" : "" =
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"": "No"
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1: "Yes"
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@PointClass size(32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
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@PointClass size(32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
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