* -backsplash (float)scale (float)distance: scale area lights backsplash fraction + set distance globally
(distance < -900 to omit distance setting); def = 1 23; real area lights have no backsplash (scale = 0)
q3map_backsplash shader keyword overrides this setting
Radiant:
binds...
* alt + m1 click/drag in component modes: select objects
misc...
* fix: selected entity and brush numbers display in 'Find brush' dialog
* prefer to display texture width and height in status bar over name (PANGO_ELLIPSIZE_START)
* allow search shortcut (ctr+f in win) in entity inspector -> entity class list
* fix: don't save empty group entities (but worldspawn)
* 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
* new area lights backsplash algorithm ( by Jelvan ), hijacking temp area lights ( to simulate volumetric behavior of source ones )
* fix: create backsplash for area lights, while q3map_lightsubdivide'ing too
* no backsplash for area lights, if surf == sky
* report patches count in -info
* -exportents to exports entities to a .ent file
* unvanquished game support
* -fs_basepath: can be used more than once to look in multiple paths (Sets the given path as main directory of the game)
* -fs_game: can be used more than once (Sets a different game directory name (default for Q3A: baseq3))
* -fs_pakpath <dir>: Specify additional custom path to assets (can be used more than once to look in multiple paths)
* fix undocumented unexpected LokiInitPaths
* -help option (-h, --help)
* code fixes
* packer: !FAIL! msg for missing ingame resources, ~fail for the rest
* bumped stack size to 4Mb to fix crash for huge skies, using old shaders with fairly useless q3map_surfacelight + q3map_lightsubdivide < 999 combo
Radiant:
binds...
* F5: run first in the list or recently invoked build option
* F11: fullscreen
misc...
* opening *.map, sent via cmd line: enabled for non win32 too
* fix: textures find/replace wnd better default pos, size
* fix: crash in CSG::Subtract
* fix crash: main wnd maximized + 'start on primary monitor' off + monitors > 1
* correct save/restore of main wnd pos/size and maximized/fullscreened states
* scale widgets consistently along with main wnd, while using regular layout
* decompiling: fix: broken brushes, empty brush definitions; shut down too usual warnings; with -force tries to decompile model autoclip too
* decompiling: -fast mode for BSPToMap conversion
Radiant:
misc...
* _setmaxstdio(2048): tested max pk3s count: 1021
* curve: deform (randomize Z points coord at given amount)
* fix: number of problems, found by Visual Studio's static code analyser
(76ea7385dd)
Radiant:
misc...
* fix of: convert group entity to diff one = entity w/o objects
* asking for game path at 1st start, even if one, specified in .game exists (auto picking could make confused)
* disabled game autodetecting: (~2min awaiting on w7 in non admin mode was confusing)
* -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)
* packer: +warnings on implicitMaps, mapNoComps
* packer: known problem: minizip crash, when trying to get file with 2039 year date from disk
* -repack: repacks multiple maps, strips out only required shaders; main argument is single bsp path or txt with full pathes to bsps
switches: -dbg: talkative mode; -png: include pngs, at highest priority; -complevel: -1..10, def 0, compression level
uses additional exclusions file repack.exclude with different logic
* -pk3: autopackager mode(complete Q3 support); bsp path as input; switches: -dbg - talkative mode, -png - include pngs, at highest priority
is using file 'gamename.exclude' to exclude vanilla game resources
tip: ioq3, netradiant, compiler (and packager) treat *.pk3dir directories as separate pk3 files
* shot down spammy warning about samplesize for lmsize<=128; -debugsamplesize to show
* numBspModels ('brusmodels') stat emitting
Radiant:
misc...
* filters toolbar (disableable)
* fix: shift + m1 click in tex browser to open shader in internal/external editor;
defaulted internal; focuses on wanted shader; correct opening/saving
* fix: angles "0 x 0" autoconvert to angle "x" on transform (was getting deleted w/o a trace)
* -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)
fix * q3map_remapshader remaps anything fine, on all stages (effect is: postrenaming shader when things are have been done)
* typo at -dirtmode
Radiant:
misc...
* translucent textures are visible, while selected, too; +matching trans polys are visible simultaneously
* 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
A couple of things are broken right now:
- OpenGL font in Windows not appearing (expected to be broken, will fix)
- Linux build broken because it loads some .vcproj files that are removed
- 3rd party libs are downloaded from porky.nerius.com, not id Software
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@473 8a3a26a2-13c4-0310-b231-cf6edde360e5
we use ~/.Reaction instead of ~/.q3a . Oh well. This is for Reaction Quake III.
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@431 8a3a26a2-13c4-0310-b231-cf6edde360e5
Introducing Q3MAP2_EXPERIMENTAL_MODEL_CLIPPING_FIX to control the new code,
current value is 1 (enable the fix).
This code fixes the q3map2 regression test model_clipping_45_degrees.
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@429 8a3a26a2-13c4-0310-b231-cf6edde360e5
for the stack and/or static memory for holding arrays of structures.
MAX_ORIGINAL_EDGES changed from 0x10000 to 0x20000 (x2 increase).
MAX_MAP_BRUSHES changed from 0x8000 to 0x10000 (x2 increase).
MAX_MAP_DRAW_VERTS changed from 0x80000 to 0x100000 (x2 increase).
This is pertaining to q3map2 only.
There is a real-world case where increasing these constants is needed.
That case is when compiling Icy World for Urban Terror.
Besides that, increasing these does not hurt anything (other than requiring
more memory).
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@422 8a3a26a2-13c4-0310-b231-cf6edde360e5