sirocco: I wouldn't look at it that way. They didn't have to make new updated features publicly available for an old version of their toolset. Unfortunately, some things broke in the transition from internal dev to external release. They'll track them down and fix them, and you'll have a stronger Hammer than you did before out of the deal. ![]()
Bic: Instanced geometry is combined into the map at compile time, and leaks behave accordingly. If the instance covers the hole, the map will seal and compile. The point entity represents the world origin of the instanced .vmf file. If you rotate it, it can be tricky to line up correctly, but you'd also want to plan for that as you build it. Think of it like the pivot of a model. You want it at a point where it will line up with geometry. For a full stand-alone building or structure, you can just center it and call it good. For something that lines up with a wall, line it up flat against the appropriate axis. For the case of my circular structure, I built them so every instance is placed on the world origin and rotated in place, which allows all the edges to line up - I cut the edges off by creating a wedge of two brushes and carving the sides to create precise rotational seams. Fun trick I learned in UE3 from a friend at GBX that also works nicely here with the new update.