add "textures/skip" to caulk filter for Q1
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@ -1150,6 +1150,9 @@ filter_brush_all_faces g_filter_brush_caulk( &g_filter_face_caulk );
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filter_face_shader_prefix g_filter_face_caulk_ja( "textures/system/caulk" );
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filter_brush_all_faces g_filter_brush_caulk_ja( &g_filter_face_caulk_ja );
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filter_face_shader g_filter_face_caulk_q1( "textures/skip" );
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filter_brush_all_faces g_filter_brush_caulk_q1( &g_filter_face_caulk_q1 );
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filter_face_flags g_filter_face_liquids( QER_LIQUID );
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filter_brush_any_face g_filter_brush_liquids( &g_filter_face_liquids );
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@ -1222,8 +1225,11 @@ void BrushFilters_construct(){
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add_brush_filter( g_filter_brush_detail, EXCLUDE_DETAILS );
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add_brush_filter( g_filter_brush_detail, EXCLUDE_STRUCTURAL, true );
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}
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if( string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entities" ), "quake" ) )
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if( string_equal( GlobalRadiant().getRequiredGameDescriptionKeyValue( "entities" ), "quake" ) ){
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add_brush_filter( g_filter_brush_liquids_q1, EXCLUDE_LIQUIDS );
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add_brush_filter( g_filter_brush_caulk_q1, EXCLUDE_CAULK );
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add_face_filter( g_filter_face_caulk_q1, EXCLUDE_CAULK );
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}
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add_brush_filter( g_filter_brush_lightgrid, EXCLUDE_LIGHTGRID );
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add_brush_filter( g_filter_brush_decals, EXCLUDE_DECALS );
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add_brush_filter( g_filter_brush_sky, EXCLUDE_SKY );
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