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Property editor

Vicious Squid edited this page Aug 21, 2026 · 6 revisions

The Property editor is the dock (usually on the right) where you configure whatever is currently selected. It is context-sensitive: the tabs and fields it shows change depending on whether you have selected a brush (a solid, trigger, mover or door), a Thing (monster, light, pickup, logic entity...), or nothing at all.

When nothing is selected the panel simply reads "Nothing selected."

The dock itself has two top-level tabs:

  • Properties — the context-sensitive editor described on this page.
  • Debug Console — switches to the Debug Console.

The header (always shown)

Every selection starts with a shared header:

  • Name — the entity's name. This is what you type into I/O connections to target it, so give anything you want to wire up a clear, unique name.
  • ID button — toggles a read-only UUID field. Every object has a stable UUID; I/O connections prefer it over the name, so a connection keeps working even after you rename the target.
  • Targeted by — automatically lists every entity that currently points an I/O connection (or a legacy target) at this one, e.g. button_1 (I/O: OnTrigger). A quick way to see "what activates this?".

Brush tabs

When a brush is selected the editor shows a row of tabs. The behaviour tabs (Trigger, Mover, Door, Shader) only appear when the matching option is enabled on the General tab, so the panel stays uncluttered.

General

  • Shader — assign a special surface shader: <None>, Glass, Glow, Water, or Fog. Choosing anything other than <None> reveals the Shader tab.
  • Lock — prevent the brush from being selected or edited in the viewports.
  • Behaviors — the three checkboxes that turn a plain solid into an active object, each revealing its own tab:
    • Is Trigger — activates other objects (→ Trigger tab)
    • Is Mover — moves back and forth (→ Mover tab)
    • Is Door — opens when triggered (→ Door tab)
  • Brush Group — give a door/mover and its companion brushes the same group name so they move together.

🎯 Trigger

Configures an invisible trigger volume.

  • Trigger TypeOnce (fires a single time) or Multiple (re-arms every time).
  • Activationtouch (fires when the player walks inside) or use (fires when the player presses E).
  • Use Label — custom on-screen prompt shown in use mode (defaults to "Activate").
  • Action:
    • target — fire its I/O outputs (OnTrigger, OnStartTouch, OnEndTouch).
    • hurt — damage the player on contact.
    • teleport — move the player to a chosen Target Node (PathNode).
  • Damage — enable "Hurts player on contact" and set the Damage Amount.

⚡ Mover

Turns the brush into a platform/lift that slides between two positions (like func_door/func_mover).

  • ▶ Preview Movement — animate the motion in the editor.
  • Speed / Distance — how fast and how far it travels.
  • Direction — an X/Y/Z vector for the travel direction.
  • PathNode Waypoint → Path Target — instead of a straight slide, follow a chain of PathNodes.
  • OptionsStart moving immediately, or Rotate continuously (func_rotating) with its own rotation axis.

🚪 Door

  • ▶ Preview Door — animate open/close in the editor.
  • Open Directionup, down, north, south, east, west.
  • Open Distance, Lip (how much stays visible when open), Speed.
  • Door OptionsAuto-open when player is near, Locked (requires a trigger to open), Requires key to open.
  • Key Name — choose red_key / blue_key / yellow_key / custom; a Select Key Pickup ▸ helper links the door to the matching Pickup.

✨ Shader

Appears when a shader is assigned on General, and shows the properties for that shader:

  • Glass — distortion and edge effects.
  • Glow — emissive glow.
  • Water — animated water surface.
  • Fog — volumetric fog volume and density.

Appearance

  • Brush Colour — pick the flat colour, with a Reset back to the default grey.

⚡ I/O

Present on triggers, movers and doors. This is the panel where you wire the brush's outputs to other entities' inputs — see Triggers & The I/O Logic System and the I/O tab section below.


Thing tabs

When a Thing is selected the editor shows up to two tabs:

Properties

The fields here depend on the entity type. Some examples:

  • Monster — AI settings, health, projectile sprite, patrol Target Node and patrol mode, and behaviour flags.
  • Pickup — item type, value, activation, sprite, respawn timing, and (for keys) the door it unlocks.
  • Light — colour, brightness, shadow options.
  • LogicCamera — cinematic path target, speed, FOV override.
  • LogicSpawner — what to spawn, the target node, and a spawn cap.
  • LogicKeyValueStore — designer default key/value pairs plus a live view of the runtime values.
  • Attach to Mover — parent a thing to a mover brush so it rides along.

⚡ I/O

Shown for any entity type that has registered inputs/outputs. Identical in operation to the brush I/O tab.


The I/O tab

The I/O tab is the front-end for the Triggers & The I/O Logic System. It has two parts:

Output Connections — a table of the connections leaving this entity, with columns:

Column Meaning
Output Which of this entity's events fires the connection (e.g. OnTrigger)
Target The entity that receives the signal (by name or UUID)
Input Which input to run on the target (e.g. Open)
Param Optional parameter passed with the signal
Delay Seconds to wait before firing ((once) marks fire-once connections)

Use Add, Edit, Remove and Copy to manage rows. Adding or editing opens a dialog with My Output, Target entity, Target Input, Parameter, Delay, and a fire once option — the input list auto-fills with the valid inputs for whatever target you pick. A Debug Console button jumps to the console for testing.

Available Inputs (for targeting) — a reference list of the inputs this entity type accepts, so other entities know what they can call on it.


Other ways to wire I/O

The I/O tab is one of three ways to connect entities — the Logic Wizard (guided scenarios) and the Logic Graph Editor (Ctrl+L, visual node wiring) edit the very same connections. See the Triggers & The I/O Logic System page for the full picture.

See also

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