Valve works with an asset system where your directory layout is like this:
mygame/game/mymod/<compiled content>
mygame/content/mymod/<uncompiled content>
So you have a game folder and a content folder. All uncompiled content goes in content, and is compiled and goes in game. This doesn't feel that logical to me, when creating addons etc. I want to keep the compiled and uncompiled shit in the same folder - I think that's what people using source control will want.
So I changed it to work like this
attribute 'class' not allowedattribute 'contenteditable' not allowedattribute 'blocktype' not allowed
When you're making an addon you have a content folder. This is what you ship with your game, it contains all the compiled stuff.
Then you have a content_src folder - it contains all your source materials, your fbx files, your raw psd/tga/png textures.
Getting all this done meant I could port over some Tub/Rust assets to test it out.
attribute 'class' not allowedattribute 'contenteditable' not allowedattribute 'blocktype' not allowedattribute 'data-image-style' not allowed