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Add a version number to all postcompiler entities, in case we need to do backwards-incompatible changes
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CHANGELOG.md

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* Allow `<appid>` references to be used everywhere `|srctools_paths|` references can be used.
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* `env_tonemap_controller` options can be set by keyvalues, generating a `logic_auto` automatically.
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* Added rotation, scale, animation, and bodygroup keyvalues to `hammer_model`. Some of these require a custom Hammer fork (e.g. Hammer++) to be visible.
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* Added a 'version number' to all postcompiler entities. This allows backwards-incompatible changes to occur in the future.
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## Bugfixes
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* Fix vactube objects appearing to rapidly move from end to start positions in some cases.

fgd/brush/comp/comp_propcombine_volume.fgd

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prop(studio) : "Model Filter" : : "If set, a combinable model used to filter which others will be combined. The propcombine set will only apply to models which could be combined with this one."
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skin(integer) : "Skin Filter" : 0 : "The skin for the Model Filter."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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@resources [] // The props are the only resource users.
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]

fgd/brush/comp/comp_trigger_coop.fgd

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[
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output OnStartTouchBoth(void) : "Both players have entered the trigger."
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output OnEndTouchBoth(void) : "One player left the trigger."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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@resources []
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]

fgd/brush/comp/comp_trigger_p2_goo.fgd

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failsafe_delay(float): "Failsafe delay": "1.0" : "Delay after which non-cube entities will be killed."
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dissolve_filter(filterclass): "Physics Filter" : : "Set to a filter entity to prevent certain entities from dissolving."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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// Outputs
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output OnKillPlayer(void): "Fired when players touch the trigger."
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output OnDissolvePhysics(void): "Fired when physics objects touch the trigger (and will be dissolved/killed soon)."
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@resources []
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]

fgd/point/comp/comp_adv_output.fgd

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params_local5(target_destination) : "Parameter 5 - Ent Name" : : "If set, this is a fixed up entity name which will be used in the parameter, replacing {5}."
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params_pos5(origin) : "Parameter 5 - Position" : : "If set, this is a XYZ position which will be used in the parameter, replacing {5}. This will be offset by instancing."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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@resources []
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]

fgd/point/comp/comp_case.fgd

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case15(string) : "Case 15" : : "Fires OnCase15 if the InValue parameter matches this value. In Numeric mode, comparison operators such as <, >, =, !=, >=, or <= may be put at the start of the value. In Weighted Random mode, this instead is the chance that this case will be picked."
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case16(string) : "Case 16" : : "Fires OnCase16 if the InValue parameter matches this value. In Numeric mode, comparison operators such as <, >, =, !=, >=, or <= may be put at the start of the value. In Weighted Random mode, this instead is the chance that this case will be picked."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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// Inputs
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input InValue(string) : "Replaced by whichever case matches the parameter. Does nothing in Weighted Random mode."
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input Trigger(void) : "Replaced by whichever case matches the input keyvalue. In Weighted Random mode, behaves like PickRandom."

fgd/point/comp/comp_choreo_sceneset.fgd

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scene18(scene): "Scene 18" : ""
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scene19(scene): "Scene 19" : ""
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scene20(scene): "Scene 20" : ""
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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input Start(void): "Start the choreo sequence playing."
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input Cancel(void): "Stop the choreo sequence at any point."
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output OnStart(void): "Fired when the sequence starts."

fgd/point/comp/comp_cubemap_parallax.fgd

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mins(vector) : "BBox Mins" : "-32 -32 -32" : "Minimum offset from the entity, defining the shape."
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maxs(vector) : "BBox Maxes" : "32 32 32" : "Maximum offset from the entity, defining the shape."
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radius(float) : "Cubemap Radius" : "32" : "Bounding radius to find env_cubemap entities to modify."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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@resources []
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]

fgd/point/comp/comp_entity_finder.fgd

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// Code supports infinite number, just continue naming pattern.
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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@resources []
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]

fgd/point/comp/comp_entity_mover.fgd

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reference(target_destination) : "Reference Entity": : "If set, the target will be offset by the amount that this entity is from the reference. The Distance will then be a multiplier."
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direction(angle) : "Direction" : "0 0 0" : "If no Reference is provided, the direction to move in."
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distance(float) : "Distance": 1 : "The amount to move targets by."
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#snippet keyvalue CompVersion
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#snippet keyvalue CompV1
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@resources []
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]

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