Class WorldLayer
Namespace: ValveResourceFormat.Renderer
Assembly: Renderer.dll
A visibility layer scene nodes are put on, which hides every node on it while it is disabled. A node may be on several layers and is only shown while all of them are enabled, see SceneNode.Layers. Each scene keeps which layers are disabled, see Scene.SetLayerEnabled(WorldLayer, bool).
public sealed class WorldLayerInheritance
object ← WorldLayer
Remarks
The layers the renderer itself puts nodes on are static instances. Layers named by loaded files, such as the world layers of a map, are found by name with WorldLayer.Get(string), so the same name is the same layer in every world.
Fields
DisabledEntities
Layer of the entities that start disabled, which the game keeps hidden until enabled.
public static readonly WorldLayer DisabledEntitiesField Value
Entities
Layer of every entity, and of everything entities draw.
public static readonly WorldLayer EntitiesField Value
NoLayer
Layer of world geometry the map put on no layer.
public static readonly WorldLayer NoLayerField Value
Particles
Layer of particle systems.
public static readonly WorldLayer ParticlesField Value
Templates
Layer of the entities a point_template shows while the world is stopped. The template itself is not on it, and what it spawns in game is not either.
public static readonly WorldLayer TemplatesField Value
VisibilityClusters
Layer of the visibility clusters a map was compiled with.
public static readonly WorldLayer VisibilityClustersField Value
Properties
IsInternal
Gets whether the layer is switched by the renderer alone and not offered to the user, such as the first person model.
public bool IsInternal { get; }Property Value
bool
IsToolsOnly
Gets whether the layer only holds what the editor draws, hidden while only what the game shows is.
public bool IsToolsOnly { get; }Property Value
bool
Name
Gets the name the layer is listed by.
public string Name { get; }Property Value
string
Methods
Get(string)
Gets the layer of a name that comes from a loaded file, such as a world layer of a map, creating it the first time the name is asked for.
public static WorldLayer Get(string name)Parameters
name string
The name of the layer.
Returns
The one layer of that name.
ToString()
Returns a string that represents the current object.
public override string ToString()Returns
string
A string that represents the current object.

