Hey just an idea since Valve recently spruced up the SDK a bit, this improvement to cordon compiling should really dramatically improve the speed of rapid prototyping.
I'd suggest that when you cordon compile a section of the map, you don't have to drag around your mainstay entity group like light_environment, logic_auto, player spawns, ect. I'd also recommend finding a way to render the 3d skybox properly when cordon compiling, or making that an option. These suggestions aren't exactly off the cuff, it's just what I feel is important to me after mapping for csgo for the last few years. I would love nothing more than a few quality of life improvements to Hammer. Just saying but a bug has existed for probably over 5 years where in the model viewer if you use the delete key to remove a search field, all inputs afterward are in reverse order, to fix you need to add new text and then backspace instead of delete. I know Valve doesn't exactly like chiming in, but do you think we could get a quick round of quality of life improvements? There are bugs in hammer that are so old we're blind to them, and it becomes really apparent when you begin teaching someone how to use the program. Btw Jess Cliffe I accept smoke signals and mirror glinting as a form of communication, but I prefer email for I'm not near a window. Thanks for all the work thus far ; )
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