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User's Guide ‐ Updated Renderer
Source Level Editor 2.104
In SLE, all three render differently: the solids are grey, models are mono-colour/tinted based on their tris count, and displacements render with a wireframe.
Flat View of Lost Coast in Hammer 4.1.
The same view in SLE.
The skybox is toggled by using the Preview Skybox toolbar button or using the default hotkey, Y. It is rendered in place of faces that have a material with %compilesky or %compile2Dsky parameters.
In turn, those faces become invisible and unselectable in 3D; however, if selected in 2D, or as part of a group or a visgroup, those faces/brushes will be visible.
Previews of beams and spotlights.
Previews of textured ropes.
These helpers are somewhat experimental in 2.104, not fully emulating every aspect of in-game behavior. For example, beams don't simulate Noise and ropes don't preview Subdivision.

The editor keeps a list of faces using textures from the tools\ folder, minus Nodraw, Black and Skybox; rendering these faces can be toggled with the toolbar button Show toolbrush faces or the assigned hotkey (default: T).

The full list considered 'editor-only' is as follows:
- All node entities (info_node and related);
- ai_*;
- ambient_*;
- assault_*;
- color_*;
- env_*;
- filter_*;
- game_*;
- info_*;
- ladder_*;
- light*;
- logic_*;
- math_*;
- path_*;
- phys_*;
- point_*;
- scripted_*;
- test_*;
- vgui_*;
Like tool brushes, these are only hidden in-editor, not affecting compilation. See Skybox Preview.
SLE supports all standard Material Proxies and previews them in realtime, for effects like scrolling textures, Sine, animated textures. There is no setting that controls it; it's always on.
One known bug affects Shaded Textured View: in it, proxies often affect the wrong materials (such as a scrolling-texture force field causing nearby metal walls to also scroll), and sometimes causes the UV to stretch. Currently the only solution is to switch away from Shaded Textured View.