CollisionGroup
Enumpublic enum CollisionGroup : byteDefault layer, always collides with everything.
Conditionally solid means that the collision response will be zero or as defined in the table when there are matching interactions
Collides with nothing but world, static stuff and triggers
Things that are dissolving are in this group
Blocks entities not permitted to get near moving doors
First unreserved collision layer index.
for any entity inside a vehicle
Collides with everything except interactive debris or debris
Collides with everything except other interactive debris or debris
Generic NPC group
Used so NPCs in scripts ignore the player.
Used for NPCs in scripts that should not collide with each other
This is how you turn off all collisions for an object - move it to this group
Doors that the player shouldn't collide with
For HL2, same as Collision_Group_Player, for TF2, this filters out other players and CBaseObjects
Projectiles!
Nonsolid on client and server, pushaway in player code
Trigger layer, never collides with anything, only triggers/interacts. Use when querying for interaction layers.
vehicle clip brush to restrict vehicle movement
for any weapons that need collision detection