* new slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
* -slowallocate switch to enable old lightmaps packing algorithm
* Subsampling...collapsing...sorting...allocating...storing...projecting... timers
* -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
* -contrast -255..255, def 0: lighting contrast
* packer improvements
Radiant:
binds...
* entity inspector: Tab enters Key field, toggles between key/value fields; Del deletes keys; Esc quits
misc...
* improved mwheel 2d zoom by Neumond
* +makeRoom: like hollow, but extrudes faces outwards; for making rooms
* deactivating tex dirs tree after loading dir, so SPACE and ENTER aren't broken for 2D after that
* Regular, RegularLeft layouts: smaller console, bigger tex browser
* Rotate, Scale dialogs: values aren't erased on Enter, OK, Apply (are on cancel, esc)
* Rotate dialog: fix: new value in focused field wasn't taking in account on Enter
* +updating texture directories list on 'flush and reload shaders' (reloading shaderlist aswell)
* NumLock perspective window fix
* ctrl+k(ConnectEntities): friendlier to complex connections, takes in account existing keys
(priority: target > targetname > none)
* +'all Supported formats' default option in open dialogs
* defaulted show light radii
* camera fov: 90->110
* cubic clip: off by default; bigger def dist; fixed button's shortcut tip
* prefs: Min & Max texture thumbnail size + dependant on scale;
def = *scale .5, min 48, max 160 (makes range 96-320 visually differentiated)
* -clipdepth F, def 2, _clipdepth
* fixed model autoclip (64u thick brushes/no collision at all in some cases)
* pyramidal etc zillion (20!) of autoclip modes
* removed stuctural caulk in models, was broken anyway
Radiant:
misc...
* hollow: produces not intersecting brushes
* -bounceColorRatio 0..1 (ratio of colorizing sample by texture)
* -debugclip: autoclip debug, uses shaders debugclip, debugclip2
* >2GB makefile option, allows up to 3GB ram on 32bit, 4GB on 64bit
* speedup patch to use fast sqrt at some points of light phase, where precision is not needed
Radiant:
binds...
* paste to camera - shift+v (alt+v was leading to texBro-View menu)
* native surfaceparm noob support (no -custinfoparms needed)
* -noob in bsp phase: assign surfaceparm noob to all map surfaces
* surfaceparm ob: skip assigning surfaceparm noob with -noob on that
* farplane modes: radius+radius, origin2origin, exact (add r/o/e to the number to enable), < 0 works too
* samples+filter - enabled again, makes sense
* -vertexscale
* fixed -novertex, (0..1) sets
* quick q3map_novertexlight (?)
* fixed _clone _ins _instance (_clonename)
* -nolm - no lightmaps
* ent keys aliases:_sa - shadeangle;_ss - samplesize
* -shift N -shift X Y Z: shift whole map to some coords
* more fogs (256) (ingame appearence lots of ones might be bugged due to engine arrangement, needs testing)
* q3map_remapshader remaps anything fine, on all stages (effect is: postrenaming shader when things are have been done)
* fixed 'unknown argument 1' at -lightanglehl
* -nocmdline writting to worldspawn
Radiant:
binds...
* wasd camera binds, c - deSelect, z - delete
* ExpandSelectionToEntities - shift+e
* make detail - alt+d
* arbitrary rotation - shifr+r
* arbitrary scale - ctrl+shift+s
misc...
* fit width, fit height butts in surf inspector (for trims) (saves scales ratio)
add old TODO with ideas
- better BSP tree splitting (experimental, option -altsplit)
- also compare shaders when sorting surfaces (should give slightly more fps)
- misc_model spawnflag 32: set vertex alpha from vertex color (for terrain blending)
git-svn-id: svn://svn.icculus.org/netradiant/trunk@240 61c419a2-8eb2-4b30-bcec-8cead039b335