An FGD Fit for a LORD

An FGD Fit for a LORD V3b

For the past 4 months now, I've just been accumulating various changes, fixes, and improvements I've made. Honestly some of these fixes are like... long overdue. So here you go.
...
I hope I'm not forgetting anything.

-Added an option to the Line Dividers setting to show line dividers as blank lines instead of dashed lines
-Added Map Author keyvalue to worldspawn
-Added more Helper Model options
-Improved documentation of damage types
-Improved documentation of game_round_win and halloween_zapper
-Improved spawnflag inheritance
-Added default trigger size helper to dispenser entities
-Added a list of player/weapon attributes to trigger_add_or_remove_tf_player_attributes' Attribute Name keyvalue
-Combined Decal and Overlay visgroups
-Added Helper Model keyvalue to env_entity_maker
-Added radius helper for info_projecteddecal's Distance keyvalue
-Updated soundscape list to fix missing soundscapes
-Fixed func_breakable_surf not rendering after being broken
-Fixed missing spawnflags in prop_dynamic_override
-Fixed missing Global State keyvalue in env_global
-Fixed missing Damage Filter keyvalue in func_button and func_rot_button
-Fixed missing Team keyvalues in projectile entities
-Fixed missing dynamic model keyvalues on item_teamflag and some other entities
-Fixed missing line dividers in tank_boss
-Fixed BaseTriggerPhysics improperly being listed as a brush entity
-Fixed logic_measure_movement's SetTarget input being improperly listed as simply Target
-Fixed missing func_brush keyvalues in func_respawnroomvisualizer
-Renamed all BaseClasses for improved searchability and to reduce conflict with other FGDs
-Updated various entities' documentation to reflect new research/information
-Fixed various typos

Download this version
I spent 4 late nights experimenting with point_viewcontrol because i'm a huge nerd and that's what I do for fun. I'm sure this research will be incredibly useful to mappers and certainly won't go totally unnoticed at all haha

-Reverted the color of func_detail entities in the 2D views to the color in base.fgd to be more visually distinct from prop_static
-Added missing entity classes point_message, target_changegravity, and tf_point_weapon_mimic
-Improved documentation of triggers, filter_enemy, func_flag_alert, func_flagdetectionzone, and point_viewcontrol
-Added a list of supported localized strings (in English) for the Print Name in team_control_point
-filter_activator_class' filterclass and entity_spawn_manager's entity_name keyvalues now list every class supported by Team Fortress 2 (not including internal entities)
-Added info_overlay_transition to the Overlays auto-visgroup
-Fixed func_tanktrain, prop_detail, prop_physics_multiplayer, prop_physics_override, prop_physics_respawnable, prop_soccer_ball, tf_generic_bomb, and trigger_look missing various keyvalues/spawnflags/outputs
-Fixed improperly listed Message Text options in env_message
-Removed nonfunctional/unnecessary keyvalues from func_clip_vphysics
-Added Helper Model keyvalue to path_corner and path_corner_crash
-The default Helper Model of obj_sentrygun and obj_dispenser now match the default Starting Upgrade Level
-"ENTITY DOES NOT FUNCTION" keyvalue is now read-only
-tf_spawner is now marked as "DOES NOT FUNCTION", as the entity is only able to be used in tandem with special entity classes which do not exist in-game
-Added a warning at the top of the player entity's keyvalues indicating that it should not be manually placed
-Default health of func_physbox, func_physbox_multiplayer, func_pushable, prop_dynamic_override, and prop_physics_override is now 0
-Updated func_door_rotating's default spawnflags
-Rearranged 2D Skybox Material list in worldspawn to be alphabetical
-Re-added Map Title/Description keyvalue to worldspawn
-Removed origin keyvalue from env_embers, as that breaks the entity
-Added angles keyvalue to info_overlay
-Updated various entities' documentation to reflect new research/information
-Fixed various typos

Download this version
Alright, so I know what you're all thinking. "Spud, this FGD looks cool, but I have a violent fear of organization and cleanliness. I'd like this FGD a lot better if I could easily get rid of the line dividers. Like, just by pressing a button. Twice. And I really want that button to be the forward slash key on my keyboard, for some reason." If that was your thought process upon first seeing this FGD, then this is the update for you! And if that was not your thought process, well you might still like this update anyway, so check it out!

-Added a "User Settings" section at the top of the FGD: In this section, certain parts of the FGD can easily be customized by commenting/uncommenting lines of FGD code. Currently available settings are "Line Dividers" and "Pitch Keyvalue in Lights".
-keyframe_rope and move_rope now have identical functionality and can be used interchangeably
-Increased the default "Slack" value in keyframe_rope and move_rope to 50 (previously 25)
-Improved documentation of PASStime entities (Thanks to 14bit for the improved PASStime prefab which I could use for testing)
-Broken/nonfunctional entities are now re-included in the FGD, with a message at the top of their keyvalues list indicating their broken status
-team_control_point now properly lists dynamic model keyvalues, inputs, and outputs
-NPC entities have been updated to follow the keyvalue organization scheme established in Version 2
-Range helpers that are not intended to be changed can now be reset to their intended value using the dropdown
-Removed "Direction to Suppress Air Control" and "Air Control Suppression Time" keyvalues from trigger_catapult, and "<Team> Model Bodygroup" keyvalues from team_control_point, as they have no effect in code
-Removed "Skin", "Body Group", "Hitbox Set", and "Texture Frame" keyvalues from various entities which override these values on spawn or otherwise do not use these values
-Removed "Helper Model" keyvalue from team_control_point
-Removed dynamic model keyvalues from npc_vehicledriver
-Fixed "_DisableUpdateTarget" and "_EnableUpdateTarget" in momentary_rot_button being erroneously flagged as outputs instead of inputs, and added proper descriptions for them
-Updated various entities' documentation to reflect new research/information
-Fixed various missing keyvalues
-Fixed missing line dividers in various entities
-Fixed some entities still having a line divider as their last keyvalue
-Fixed missing fade distance sphere helpers on some entities
-Fixed various typos

Download this version
-Fixed various typos
-Fixed various inconsistencies with keyvalue arrangements
-Adjusted divider placements in some entities
-Updated various entities' documentation to reflect new research/information
-Rearranged various entities' spawnflags and keyvalues
-Fixed missing "Start Branch Path Enabled" keyvalue in path_track
-Added line helper for point_tesla's "Source Entity" keyvalue
-Added missing entity class func_passtime_no_ball_zone

Download this version
-Fixed various missing inputs/outputs on various entities
-Added cone helper model to env_shooter, env_rotorshooter, gibshooter, and env_spark
-Updated various entities' documentation to reflect new research/information
-Added new entity class entity_bird
-Fixed entity_soldier_statue and cycler_flex having duplicated line dividers
-Fixed various typos

Download this version
I realized approximately 40 seconds after publishing the first version of this FGD that I probably shouldn't include version numbers in the filename, since that's just going to make it slightly annoying for anyone subsribed when I release an update... So here's to rectifying that absolutely pea-brained idea. You'll need to change the FGD referenced under Tools > Options after copying it over, but just this once! Last time! I promise! PLEASE! PLEASE FORGIVE MY SINS! I'M JUST A HUMBLE BOY I DONT KNOW WHAT IM DOING AAAAAA (also delete the V1 VPK from your /tf/custom folder so you don't get conflicting icons)
Oh, also I did some kinda noticeable reshuffling of keyvalues so the useful keyvalues are easier to find. You no longer have to scroll past half a Wikipedia article to change the team of an item_teamflag, which is pretty cool I think.

-Fixed various typos
-Updated various entities' documentation to reflect new research/information
-Fixed the obj_dispenser model constantly looping its upgrade animation
-The obj_teleporter model no longer includes the toolbox
-Fixed occluder brushes being teleported to the world origin on map load
-Adjustments to the default settings of some keyvalues
-Reorganized some entities' keyvalues and spawnflags; in entities with lots of keyvalues, more commonly used and entity-specific keyvalues are now sorted to the top
-Large overhaul of BaseClasses and organization
-Line dividers will no longer ever be listed as the last keyvalue in an entity's properties
-FGD version is now listed at the top of the FGD file, and is no longer appended to the end of the file names
-Fixed func_train missing certain keyvalues/inputs/outputs
-Added optional Hammer-only Helper Model options to info_null, info_target, info_teleport_destination, obj_sentrygun, obj_dispenser, obj_teleporter, path_track, point_teleport, and team_control_point
-Fixed the first path_track in a chain not visually connecting to its next paths if it was unnamed
-Fixed improperly sized radius helper on prop_sphere
-Added sentry range helper to bot_hint_sentrygun
-Radius helpers are no longer read-only, so they can be reset in case the mapper accidentally changes them (the value can still be changed via the helper even if the keyvalue is flagged as read-only)
-Extended the line dividers to fill the entire width of the keyvalue list in stock Hammer at the default window size

Download this version
-Fixed a typo in the training_annotation icon
-Fixed typos in the Detail Material File dropdown options in Map Properties
-Fixed a typo in game_text's Message Text description
-Added "Decals" and "Overlays" auto visgroups under "World Details"

Download this version