Yeah, it is working (the Makefile), now at least...
git-svn-id: svn://svn.icculus.org/netradiant/trunk@20 61c419a2-8eb2-4b30-bcec-8cead039b335
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ChangeLog
44
ChangeLog
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2008-09-15 Rudolf Polzer divVerent(at)alientrap.org
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* all: added a Makefile to build GtkRadiant with q3map2. Currently without
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plugins, will add these back later
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2008-09-13 Rudolf Polzer divVerent(at)alientrap.org
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* q3map2: update to ZeroRadiant's q3map2
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* q3map2: added lightmap exposure feature: -exposure 4.2 (Urban Terror)
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* q3map2: check whether a lightmap sample is actually in the triangle (Urban Terror)
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* q3map2: check whether a lightmap sample is actually in the triangle
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(Urban Terror)
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* q3map2: nudge light sample origin by 1qu away from planes (Urban Terror)
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* q3map2: floodlight: usage is "_floodlight" "red green blue distance intensity", default "240 240 255 1024 128"; works somewhat similar to dirtmapping (Urban Terror); uses a switch -lowquality
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* q3map2: floodlight: usage is "_floodlight" "red green blue distance
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intensity", default "240 240 255 1024 128"; works somewhat similar to
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dirtmapping (Urban Terror); uses a switch -lowquality
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* q3map2: added -debugnormals feature (Urban Terror)
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* q3map2: fix -convert -format map decompiling (note: outputs map in "Alternate Texture Projection" format); no longer messes up texcoords
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* q3map2: fix -convert -format map decompiling (note: outputs map in
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"Alternate Texture Projection" format); no longer messes up texcoords
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* q3map2: added -game nexuiz to use good default paths for Nexuiz
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* q3map2: added -game quakelive to enable in-game adverts
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* q3map2: fix incorrect plane snapping often causing holes in terrain
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* q3map2: spawnflags on misc_model: 8 extrudes with original normals, 16 extrudes with up/down normals (terrain), default: extrudes with axial normals (like before)
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* q3map2: fix obvious (and reported, and patch sent in) bug when importing models when the normals were pointing in a 45 degrees direction
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* q3map2: when importing models, allow "surfaceparms structural". This also turns off any plane snapping, as it is intended for caulk brushes inside a model
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* q3map2: added parameters -ne to set normal epsilon, and -de to set distance epsilon (to customize plane snapping)
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* q3map2: spawnflags on misc_model: 8 extrudes with original normals, 16
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extrudes with up/down normals (terrain), default: extrudes with axial
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normals (like before)
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* q3map2: fix obvious (and reported, and patch sent in) bug when importing
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models when the normals were pointing in a 45 degrees direction
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* q3map2: when importing models, allow "surfaceparms structural". This
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also turns off any plane snapping, as it is intended for caulk brushes
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inside a model
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* q3map2: added parameters -ne to set normal epsilon, and -de to set
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distance epsilon (to customize plane snapping)
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* q3map2: fix q3map_lightRGB (Urban Terror)
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* q3map2: add a build script to cross compile q3map2 to Win32
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* radiant: when displaying normals on a model, scale them to 8 unit size on the output (so "modelscale" can be used without LOTS of lines on the screen)
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* radiant: also support "killtarget" as target key for drawing the targeting lines
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* radiant: "expand selection to whole entities" now also selects the entity ITSELF; result: Ctrl-Alt-E Space makes a NEW entity now, instead of just duplicating the brush (old behaviour caused bugs in maps with copied func_ladders)
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* picomodel: support .obj format as exported by Blender, with a .mtl file defining the shader names for each material; to export using Blender, enable "Materials" and "Material Groups" in the .obj export dialog
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* radiant: when displaying normals on a model, scale them to 8 unit size
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on the output (so "modelscale" can be used without LOTS of lines on the
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screen)
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* radiant: also support "killtarget" as target key for drawing the
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targeting lines
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* radiant: "expand selection to whole entities" now also selects the
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entity ITSELF; result: Ctrl-Alt-E Space makes a NEW entity now, instead of
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just duplicating the brush (old behaviour caused bugs in maps with copied
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func_ladders)
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* picomodel: support .obj format as exported by Blender, with a .mtl file
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defining the shader names for each material; to export using Blender,
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enable "Materials" and "Material Groups" in the .obj export dialog
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* all: bump version to 1.5.0-div0
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3
Makefile
3
Makefile
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@ -13,6 +13,7 @@ LDD ?= ldd
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FIND ?= find
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RANLIB ?= ranlib
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AR ?= ar
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MKDIR ?= mkdir -p
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TEE_STDERR ?= | tee /dev/stderr
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@ -65,6 +66,7 @@ clean:
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$(FIND) . \( -name \*.o -o -name \*.$(SO) -o -name \*.$(A) -o -name \*.$(EXE) \) -exec $(RM) {} \;
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%.$(EXE):
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dir=$@; $(MKDIR) $${dir%/*}
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$(CXX) -o $@ $^ $(LDFLAGS) $(LIBS)
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[ -z "$(LDD)" ] || [ -z "`$(LDD) -r $@ 2>&1 >/dev/null $(TEE_STDERR)`" ] || { $(RM) $@; exit 1; }
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@ -73,6 +75,7 @@ clean:
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$(RANLIB) $@
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%.$(DLL):
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dir=$@; $(MKDIR) $${dir%/*}
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$(CXX) -shared -o $@ $^ $(LDFLAGS) $(LDFLAGS_DLL) $(LIBS)
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[ -z "$(LDD)" ] || [ -z "`$(LDD) -r $@ 2>&1 >/dev/null $(TEE_STDERR)`" ] || { $(RM) $@; exit 1; }
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