Geometry World fdshow
{
	((Misc world || KeyValue classname func_group) && !Contents detail)
}

Geometry Terrain fdshow
{
	Misc terrain
}

Geometry Curve fdshow
{
	Misc curve
}

Geometry Sky
{
	Contents sky
}

Geometry Water
{
	Contents water
}

Geometry Mantle
{
	Contents mantle
}

Geometry nodraw_notsolid face
{
	nodraw_notsolid
}

Geometry shadowcaster face
{
	shadowcaster
}

Geometry traverse face
{
	traverse
}

Geometry foliage face
{
	foliage
}

Geometry Structural
{
	((Misc world || KeyValue classname func_group) && (!Contents detail && !Contents translucent))
}

Geometry Detail
{
	(Contents detail && !(Contents clipshot || Contents missileclip || Contents noncolliding))
}

Geometry WeaponClip
{
	(Contents clipshot || Contents missileclip)
}

Geometry NonColliding
{
	(Contents noncolliding && Contents detail)
}

Geometry Translucent fdhide
{
	Contents translucent
}

Geometry GoalVolumes fdhide
{
	KeyValue classname info_volume
}

Geometry Lightgrid fdhide
{
	(Texture lightgrid_volume || Texture lightgrid_sky)
}

Geometry Caulk face
{
	caulk
}

Geometry NoDrawDecal face
{
	nodraw_decal
}

Geometry Clip fdhide
{
	Texture *clip
}

Geometry HintSkip fdhide
{
	(Texture hint || Texture *skip)
}

Geometry Portals fdhide
{
	(Surface portal || Texture *portal)
}

Geometry Decals fdhide
{
	(Misc decal || Texture *decal)
}

Geometry NonDecals
{
	(!Misc decal && !Texture *decal)
}

Trigger Triggers fdhide
{
	KeyValue classname trigger*
}

Trigger Radius-Triggers fdhide
{
	KeyValue classname trigger_radius
}

Trigger BCS
{
	(Texture All *bcs || KeyValue targetname trigger_location || KeyValue targetname trigger_landmark)
}

Trigger Escort
{
	Texture All *escort
}

Trigger Unlock
{
	Texture All *unlock
}

Trigger vehicle
{
	Texture All *vehicle_trigger
}

Trigger Friendly_Respawn
{
	Texture All *friendly_respawn
}

Trigger Flag
{
	Texture All *flag
}

Trigger In/Out-door
{
	Texture All *indoor_outdoor
}

Trigger Standard-trigger
{
	Texture All trigger
}

Trigger Kill
{
	Texture All *kill
}

Trigger Volume
{
	Texture All *volume
}

Trigger Fog
{
	Texture All *fog
}

Trigger Auto_adjust
{
	Texture All *adjust
}

Trigger Spawner
{
	(Texture All *spawner_trigger || KeyValue targetname flood_*)
}

Trigger StopSpawner
{
	(Texture All *stopspawn || KeyValue targetname friendly_spawn)
}

Trigger FriendlyChain
{
	(Texture All *aitrig || KeyValue classname trigger_friendlychain)
}

Trigger Ambient
{
	(Texture All *ambient || KeyValue targetname ambient*)
}

Trigger Damage
{
	(Texture All *trigger_damage || KeyValue classname trigger_damage*)
}

Trigger Hint
{
	(Texture All *trigger_hint || KeyValue targetname trigger_hint*)
}

Entity Entities
{
	(!Misc world && !KeyValue classname func_group && !KeyValue classname light)
}

Entity Lights
{
	KeyValue classname light
}

Entity ReflectionProbes
{
	KeyValue classname reflection_probe
}

Entity EntityModels fdhide
{
	(KeyValue model xmodel* && !KeyValue classname misc_model && !KeyValue classname misc_prefab)
}

Entity StaticModels fdhide
{
	KeyValue classname misc_model
}

Entity AISpawners
{
	(KeyValue classname ai_* || KeyValue classname actor_*)
}

Entity PathNodes fdhide
{
	KeyValue classname node_pathnode
}

Entity ActionNodes fdhide
{
	(KeyValue classname node_* && !KeyValue classname node_pathnode)
}

Entity Misc
{
	KeyValue classname misc_*
}

Entity Funcs
{
	KeyValue classname func_*
}

Entity Info
{
	KeyValue classname info_*
}

Entity Weapons
{
	KeyValue classname weapon_*
}

Entity AmmoItems fdhide
{
	(KeyValue classname ammo_* || KeyValue classname item_*)
}

Entity DynObjects fdhide
{
	KeyValue classname dyn_*
}

Entity MP_entities fdhide
{
	KeyValue classname mp_*
}

Entity script_origins fdhide
{
	(KeyValue classname script_origin || KeyValue classname script_struct)
}


Entity foliage fdhide
{
	KeyValue model foliage_*
}


Entity vehicles fdhide
{
	KeyValue model vehicle_*
}


Entity script_entites fdhide
{
	KeyValue classname script_*
}