Geometry World fdshow { ((Misc world || KeyValue classname func_group) && !Contents detail) } Geometry Terrain fdshow { Misc terrain } Geometry Curve fdshow { Misc curve } Geometry Sky { Contents sky } Geometry Water { Contents water } Geometry Mantle { Contents mantle } Geometry nodraw_notsolid face { nodraw_notsolid } Geometry shadowcaster face { shadowcaster } Geometry traverse face { traverse } Geometry foliage face { foliage } Geometry Structural { ((Misc world || KeyValue classname func_group) && (!Contents detail && !Contents translucent)) } Geometry Detail { (Contents detail && !(Contents clipshot || Contents missileclip || Contents noncolliding)) } Geometry WeaponClip { (Contents clipshot || Contents missileclip) } Geometry NonColliding { (Contents noncolliding && Contents detail) } Geometry Translucent fdhide { Contents translucent } Geometry GoalVolumes fdhide { KeyValue classname info_volume } Geometry Lightgrid fdhide { (Texture lightgrid_volume || Texture lightgrid_sky) } Geometry Caulk face { caulk } Geometry NoDrawDecal face { nodraw_decal } Geometry Clip fdhide { Texture *clip } Geometry HintSkip fdhide { (Texture hint || Texture *skip) } Geometry Portals fdhide { (Surface portal || Texture *portal) } Geometry Decals fdhide { (Misc decal || Texture *decal) } Geometry NonDecals { (!Misc decal && !Texture *decal) } Trigger Triggers fdhide { KeyValue classname trigger* } Trigger Radius-Triggers fdhide { KeyValue classname trigger_radius } Trigger BCS { (Texture All *bcs || KeyValue targetname trigger_location || KeyValue targetname trigger_landmark) } Trigger Escort { Texture All *escort } Trigger Unlock { Texture All *unlock } Trigger vehicle { Texture All *vehicle_trigger } Trigger Friendly_Respawn { Texture All *friendly_respawn } Trigger Flag { Texture All *flag } Trigger In/Out-door { Texture All *indoor_outdoor } Trigger Standard-trigger { Texture All trigger } Trigger Kill { Texture All *kill } Trigger Volume { Texture All *volume } Trigger Fog { Texture All *fog } Trigger Auto_adjust { Texture All *adjust } Trigger Spawner { (Texture All *spawner_trigger || KeyValue targetname flood_*) } Trigger StopSpawner { (Texture All *stopspawn || KeyValue targetname friendly_spawn) } Trigger FriendlyChain { (Texture All *aitrig || KeyValue classname trigger_friendlychain) } Trigger Ambient { (Texture All *ambient || KeyValue targetname ambient*) } Trigger Damage { (Texture All *trigger_damage || KeyValue classname trigger_damage*) } Trigger Hint { (Texture All *trigger_hint || KeyValue targetname trigger_hint*) } Entity Entities { (!Misc world && !KeyValue classname func_group && !KeyValue classname light) } Entity Lights { KeyValue classname light } Entity ReflectionProbes { KeyValue classname reflection_probe } Entity EntityModels fdhide { (KeyValue model xmodel* && !KeyValue classname misc_model && !KeyValue classname misc_prefab) } Entity StaticModels fdhide { KeyValue classname misc_model } Entity AISpawners { (KeyValue classname ai_* || KeyValue classname actor_*) } Entity PathNodes fdhide { KeyValue classname node_pathnode } Entity ActionNodes fdhide { (KeyValue classname node_* && !KeyValue classname node_pathnode) } Entity Misc { KeyValue classname misc_* } Entity Funcs { KeyValue classname func_* } Entity Info { KeyValue classname info_* } Entity Weapons { KeyValue classname weapon_* } Entity AmmoItems fdhide { (KeyValue classname ammo_* || KeyValue classname item_*) } Entity DynObjects fdhide { KeyValue classname dyn_* } Entity MP_entities fdhide { KeyValue classname mp_* } Entity script_origins fdhide { (KeyValue classname script_origin || KeyValue classname script_struct) } Entity foliage fdhide { KeyValue model foliage_* } Entity vehicles fdhide { KeyValue model vehicle_* } Entity script_entites fdhide { KeyValue classname script_* }