The Parts and Whole: DR Filters
By Geep 2022
Clicking on "Filter" in the top menu will show a pulldown list of available filters, each of which may be independently toggled on or off with LMB. Any that are "on" (indicated by a blue filter funnel icon) will hide the corresponding map items in all DR views. A variety of filters are built-in and easy to use, and you may add custom ones. Filtering relies on item classnames or other standard attributes (i.e., spawnargs) that are already present. As a result, no extra collection management is needed, unlike, say, Layers.
Need more? See Filtering map elements, in the Dark Radiant’s Users Guide.
"Activate all Filters" and "Deactivate all Filters" Menu Items
Found near the bottom of the pulldown menu (and perhaps confusingly shown with always-present funnel icons, even though they are not filters themselves), these are handy to quickly get to a uniform state before toggling individual filters.
"All entities" and "World geometry" Filters
Together, these cover all map objects. Individually, they approximate an important distinction between:
- objects needed for sealing (from the void or among locations) or for AI traversal; and
- everything else.
"Visportal" Filter
From forum post by Destined.
A more apt name would be "Visportals and NoDraw", because it also filters out NoDraw surfaces, whether or not they are part of a Visportal brush.
Defining Custom Filters
At the bottom of the Filter pulldown menu, "Edit Filters..." brings up the "Filter Settings" dialog, which lists both built-in filters and any custom ones you added. You can edit, add, and delete custom filters, but the code of built-ins can only be viewed or (to support you making a custom variant) copied.
All filters use a specialized form of scripting for matching. See: