Level Editor/Menus/Edit

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The Edit menu holds undo, the brush operations, displacement commands, and the click-through and snapping switches. Every edit it makes is one undo step.

Undo and selection

Item What it does
Undo / Redo Undo or redo the last edit (Ctrl+Z / Ctrl+Y).
Delete Delete the selection (Delete).
Duplicate Copy the selection (Ctrl+D). Each copy lands beside its source, nudged a little so it does not hide inside it, and keeps everything posed inside it (a group keeps its doors where you swung them).
Subtract Brush (CSG) Carve one brush out of others. Select the brushes to carve from first, then the cutter last (the last selected is the cutter). Spheres cannot be used. If fewer than two brushes are selected the status line says Select 2+ brushes (active brush = cutter). See Brushes and CSG.
Merge Brushes Join two or more selected brushes into one brush. With fewer selected: Select 2 or more brushes to merge.

Brushes

Item What it does
Snap Selection to Grid Moves every vertex of the selected brushes onto the current grid.
Center Origin Moves a brush's origin (its pivot) to the center of its geometry, without moving the geometry. Status: Origin centered.
Group Selection (Ctrl+G) Puts the selection into a new group. With nothing selected: Select what to group first.
Toggle Collision Only Makes the selected brushes collision-only (invisible in the game, but solid: a clip brush), or back. See Collision-only brushes.

Displacements and terrain

Item What it does
Convert Face to Displacement Turns the selected faces into sculptable displacement surfaces. Select quad (four-sided) faces with the Edit Face tool first, or the status line says Select quad faces in Face Edit mode first.
Remove Face Displacement Turns the selected displacement faces back into flat faces. Needs displacement faces selected (Select displacement faces first).
Sew Displacement Edges Stitches the shared edges of neighboring displacements so they meet without a seam. Select the brushes whose displacement faces touch (Select brushes with adjacent displacement faces).
Cut Terrain Under Selection For props that carry a terrain cut (a cave mouth, for example), hides the terrain cells inside the prop's opening, on every terrain of the map. The test is in 3D, so on a cliff only the cells around the opening go. Cutting is something you do by hand: if you move the prop, cut again, and repair the old spot with the Terrain tool's Fill hole brush.

UVs

Item What it does
Re-estimate UVs Recalculates the texture mapping of the selected brushes from their shape, as a new brush would have it. Use it when a texture is stretched after heavy vertex editing. Status: Re-estimated UVs on selected brushes.

Click-through

Check items. Each makes viewport clicks pass through one kind of volume so you can select what is behind it. All are off by default, and they are the same switches as in Settings.

  • Click Through Collision Brushes
  • Click Through Zone Brushes
  • Click Through Sound Volumes

Snapping

The same switches as the Snapping tab. All are on until you turn them off.

Item What it does
Grid Snapping Placed points and drags snap to the grid. Off, what you place starts where the cursor hits.
Smart Guides Drawing, moving and resizing snap to what is near: lined up, centerd, equally spaced, equally sized, with red guides.
Smart Grid on Faces A shape drawn on a slanted or turned face snaps to the face's own grid and stands square to it.
Snap to Visible Geometry A placed point snaps onto the corners, edge midpoints and edges of the brushes you can see, before the grid.
Smaller Grid / Larger Grid Halve or double the grid step ([ / ]). The status line says the new step, for example Grid step 0.5 m.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use