diff --git a/README.md b/README.md index d0172a0e..db09bf34 100644 --- a/README.md +++ b/README.md @@ -26,73 +26,73 @@ Development is focused on smoothing and tweaking editing process. #### Random feature highlights * WASD camera binds -* fully supported editing in 3D view (brush and entity creation, all manipulating tools) -* uniform merge algorithm, merging selected brushes, components and clipper points -* free and robust vertex editing, also providing abilities to remove and insert vertices -* left mouse button click tunnel selector, paint selector -* numerous mouse shortcuts (see help->General->Mouse Shortcuts) -* focus camera on selected (Tab) -* snapped modes of manipulators -* draggable renderable transform origin for manipulators -* quick vertices drag / brush faces shear -* shader editor -* texture painting by drag -* seamless brush face to face texture paste -* keyboard shortcuts are customizable -* GUI themes, fonts are customizable -* meshTex plugin -* patch thicken -* all patch prefabs are created aligned to active projection -* filters toolbar with extra functions on right mouse button click -* viewports zoom in to pointer +* Fully supported editing in 3D view (brush and entity creation, all manipulating tools) +* Uniform merge algorithm, merging selected brushes, components and clipper points +* Free and robust vertex editing, also providing abilities to remove and insert vertices +* Left mouse button click tunnel selector, paint selector +* Numerous mouse shortcuts (see help->General->Mouse Shortcuts) +* Focus camera on selected (Tab) +* Snapped modes of manipulators +* Draggable renderable transform origin for manipulators +* Quick vertices drag / brush faces shear shortcut +* Simple shader editor +* Texture painting by drag +* Seamless brush face to face texture paste +* Customizable keyboard shortcuts +* Customizable GUI themes, fonts +* MeshTex plugin +* Patch thicken +* All patch prefabs are created aligned to active projection +* Filters toolbar with extra functions on right mouse button click +* Viewports zoom in to mouse pointer * \'all Supported formats\' default option in open dialogs -* opening *.map, sent via cmd line (can assign *.map files in OS to be opened with radiant) -* texture browser: show alpha transparency option -* texture browser: gtk search in directories and tags trees -* texture browser: search in currently shown textures +* Opening *.map, sent via cmd line (can assign *.map files in OS to be opened with radiant) +* Texture browser: show alpha transparency option +* Texture browser: gtk search in directories and tags trees +* Texture browser: search in currently shown textures * CSG Tool (aka shell modifier) -* working region compilations (build a map with region enabled = compile regioned part only) +* Working region compilations (build a map with region enabled = compile regioned part only) * QE tool in a component mode: perform drag w/o hitting any handle too -* map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts -* connected entities walker -* build->customize: list available build variables +* Map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts +* Connected entities selector/walker +* Build->customize: list available build variables * 50x faster light radius rendering -* light power is adjustable by mouse drag -* anisotropic textures filtering -* optional MSAA in viewports -* new very fast entity names rendering system -* support \'stupid quake bug\' -* arbitrary texture projections for brushes and curves -* fully working texture lock, supporting any affine transformation -* texture locking during vertex and edge manipulations -* brush resize (QE tool): reduce selected faces amount to most wanted ones -* support brush formats, as toggleable preference: Axial projection, Brush primitives, Valve 220 -* autodetect brush type on map opening -* automatic AP, BP and Valve220 brush types conversion on map Import and Paste -* new bbox styled manipulator, allowing any affine transform (move, rotate, scale, skew) -* incredible number of fixes and options +* Light power is adjustable by mouse drag +* Anisotropic textures filtering +* Optional MSAA in viewports +* New very fast entity names rendering system +* Support \'stupid quake bug\' +* Arbitrary texture projections for brushes and curves +* Fully working texture lock, supporting any affine transformation +* Texture locking during vertex and edge manipulations +* Brush resize (QE tool): reduce selected faces amount to most wanted ones +* Support brush formats, as toggleable preference: Axial projection, Brush primitives, Valve 220 +* Autodetect brush type on map opening +* Automatic AP, BP and Valve220 brush types conversion on map Import and Paste +* New bbox styled manipulator, allowing any affine transform (move, rotate, scale, skew) +* Incredible number of fixes and options #### Q3Map2: -* allowed samples+filter, makes sense +* Allowed simultaneous samples+filter use, makes sense * -vertexscale * -novertex works, (0..1) sets globally -* fixed _clone _ins _instance (_clonename) functionality +* Fixed _clone _ins _instance (_clonename) functionality * -nolm - no lightmaps * -bouncecolorratio 0..1 (ratio of colorizing light sample by texture) * q3map_remapshader remaps anything fine, on all stages -* fixed model autoclip, added 20 new modes -* automatic map packager (complete Q3 support) +* Fixed model autoclip, added 20 new modes +* Automatic map packager (complete Q3 support) * -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight * -contrast -255..255, def 0: lighting contrast -* report full / full pk3 path on file syntax errors -* new area lights backsplash algorithm (utilizing area lights instead of point ones) +* Report full / full pk3 path on file syntax errors +* New area lights backsplash algorithm (utilizing area lights instead of point ones) * -backsplash (float)scale (float)distance: adjust area lights globally (real area lights have no backsplash) -* new slightly less careful, but much faster lightmaps packing algorithm (allocating... process) +* New slightly less careful, but much faster lightmaps packing algorithm (allocating... process) * Valve220 mapformat autodetection and support -* correct .obj and .mtl loading -* guessing model shaders paths +* Correct .obj and .mtl loading +* Guessing model shaders paths ###### see changelog-custom.txt for more