With this flag enabled, a brush-based entity will not be solid, so will not affect the player's movement in the way solid brushes do. Useful for things like moving laser targets (i.e. a
func_train) that musn't obstruct the player.
The FGDs use both
Not solid and
Passable but they both mean the same thing.
Note
- These entities still use up clipnode data. To completely remove clipnodes (and achieve the same effect on any other entity) add the compiler keyvalue
zhlt_noclip = 1
to the entities.