name w/o path: assume textures are in the folder, where model file is
absolute path or with ..: try to cut at "/models/" or "/textures/" (as if leading to game folders); do previous case, if not
strip extensions and turn slashes to forward ones anytime
* picomodel::obj: fix diffuse map paths loading from .mtl
draw condition relies on entity.getKeyValue, which also provides default values; thus removed default "0" for all group entities in .def loader
mind to add entity.getOnlySpecifiedKeyValue func or perform by visitor?
* fix: region() functions work for entities, having model, which is instantiated multiple times in a scene
* warn on Map_RegionBrush with none selected
* fix: 'region set brush' is deleting ultimateselected only (is using one to get bounds)
* deselect components on any region() function: could be texturized or edited implicitly
* allow 'region set selection' in components mode
* Map_RegionXY: deselect anything (could leave stuff selected + invisible)
* brush format is preference for [maptypes, brushtypes]: [mapq1, quake], [mapq2, quake2], [mapq3, quake3]:
preferences->Brush->Brush type: Axial projection, Brush primitives, Valve 220
* autodetect brush type on map opening
* brush face surfaceflags are optional on loading for flexibility
* 'Snap planes to integer grid' option is always off by default
misc...
* entity inspector, entity list->'autofocus on selection' buttons: also do FocusAllViews() on clicking them
* focus on preferences treeview on 2nd+ call to make text search to work
* fixed WindowPositionTracker globally: minus many particular hacks, plus correct wnds positioning in Floating viewports layout
* fixed ToggleShown functionality: shown/hidden wnds states are saved and loaded correctly in Floating viewports layout
* also save/load XY and Cam viewports visibility states
* new preferences->layout icons
* fix: stop chaseMouseMotion on mouse button release
misc...
* selection system: fixes of: selecting point behind point (not perfectly precise distance)
selecting occluded objects and faces via direct and indirect hits
* select models from back in 2d
binds...
* shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
* ctrl + shift + m3: also project tex from face to selection
misc...
* lazy cursor updates in clipper mode
* update cursor immediately on clipper mode toggles
* fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names
FBO overlay fixes
misc...
* render scene to FBO to get following options:
preferences->camera->MSAA (def = 8 samples)
preferences->orthographic->MSAA (def = 8 samples)
coloured camera POV icon w/o rerendering the scene
coloured rectangular selector box w/o rerendering the scene
* fallback to glCopyTexImage2D (NPoT), if FBO isn't available
misc...
* place created simple patch mesh not in middle of bbox, but on edge to make result more usable
* prefs-interface-layout-single scrollable toolbar