Garux
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2222100316
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indent classes, align by spaces
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2021-03-24 00:25:15 +03:00 |
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Garux
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3ce07bb310
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change points order in plane3_for_points( const BasicVector3<Element>& p0, const BasicVector3<Element>& p1, const BasicVector3<Element>& p2 )
to be consistent over the related code
to omit points swap there and there
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2019-05-01 12:38:58 +03:00 |
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Garux
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f45f759b43
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* bigger components handles
* render occluded brush vertices differently
disable NV_DRIVER_BUG workaround
remove RenderableWireframe::glColorPointer call
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2019-04-16 00:07:50 +03:00 |
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Garux
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bfc66aa6af
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* prevent resizing brushes to zero volume by faces drag, try to stop at minimal configuration
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2019-04-04 17:34:08 +03:00 |
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Garux
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429eae54de
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* fix precision of brush vertex editing and wrap merge
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2019-04-01 23:50:35 +03:00 |
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Garux
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7bcb57562f
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preserve brush detail state during vertex manipulations
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2019-01-17 00:00:14 +03:00 |
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Garux
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9186d18353
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optimize vertices reselection during vertex manipulations
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2018-12-24 00:08:55 +03:00 |
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Garux
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bcbbde0b35
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remove debug prints
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2018-12-13 19:31:23 +03:00 |
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Garux
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9eff327c70
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refactor brush transform evaluation code to reduce amount of unneeded evaluations to 0
improvable: don't evaluateBRep on shader changed, perhaps more
fix: brush vertex manip: no vertexModeFree() after identity transform (mouse forth and back / rotate dialog 0 / insertion w/o move) = selects vertices on undo
fix: brush vertex manip: tex vertex lock: broken for 220
use brush::vertexmode code to delete selected brush components
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2018-12-13 19:13:26 +03:00 |
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Garux
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907c0b1265
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minus Brush_textureChanged(); call, faces are getting deselected anyway
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2018-12-10 21:08:52 +03:00 |
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Garux
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51c798fd9c
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* Snap to grid in a component mode: snap whole objects, if no components selected
* Snap brush/its vertices to grid: rebuild brush from snapped vertices with optional texture vertex lock
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2018-12-10 21:00:33 +03:00 |
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Garux
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3f3230ed2a
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remove debug prints
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2018-12-10 17:51:41 +03:00 |
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Garux
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435c41b73b
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* new vertex editing mode, preserving non modified vertices (=adding/removing faces automatically)
with debug prints
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2018-12-10 17:50:40 +03:00 |
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Garux
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723a615110
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* texture locking during vertex and edge manipulations
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2017-12-06 13:57:40 +03:00 |
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Garux
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b017c473e8
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Radiant:
menus...
* help+: Blendmodes cheatsheet
misc...
* fix treemodel Clang compilation
* fix: 1x1 textures crash and appearence
* fix of: create func static in non doom3 gametype = group entity w/o objects
* merged tex bro textures borders; stipple indicates shaders
* realigned tex bro text, so one doesn't collide with textures borders
* fix of texture focusing in tex bro
* grayscale RLE TGA support
* unsupported Doom 3 entity keys: popup->log warning
* patch inspector: +flip texture buttons
* disabled texture lock by default (confuses novices, suddenly)
* added MeshTex plugin src to project, compiled, fixed (works now-)
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2017-08-01 14:23:38 +03:00 |
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Rudolf Polzer
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e4287c28bb
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my own uncrustify run
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2012-03-27 12:03:21 +02:00 |
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Rudolf Polzer
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ec7957adec
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change texture lock default to true; remove weird user pref munging
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2010-11-04 14:55:43 +01:00 |
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rpolzer
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107765f0e4
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initial
git-svn-id: svn://svn.icculus.org/netradiant/trunk@1 61c419a2-8eb2-4b30-bcec-8cead039b335
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2008-09-13 18:28:57 +00:00 |
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