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This PR splits up the fgd code base into several files. Why this is so useful? Makes iteration/creation much faster since it is very easy to find for example a post-procesing entity, it is worth noting that this adds another layer of organization for the engine (which source lacks) separating all sub modules of the engine into several files.
Also for steam release mods they can (or should) follow the source 2 organization fgd system. The base engine .fgds will be inside the platform folder which acts as "core" folder in s1. The halflife2.fgd will need to be in the hl2 or mod folder.
For example:
|- hl2 (or mod folder) [here it goes the halflife2.fgd or mod.fgd]
|- platform [here goes the models_base.fgd,lights.fgd, , ai_basenpc.fgd ,base.fgd, postprocessing.fgd]
To enable this feature (by default is not) just go in halflife2.fgd and follow the instructions in line 17.
NOTE: there is a small bug where hammer interprets a path with "/" to work but hammer ++ does it with "\", i will report this bug, for now see the halflife2.fgd line 20 for reference (this at this moment will only affect steam realised mods if they want to follow this organization system)
NOTE: the mapper/hammer user will not notice any diference, since these changes are for developers to have a better organization.
Split up: