q3map2: fix inconsistency, introduced in d92c32d453
(_remap result could depend on _remap keys order, e.g. remapping src: moo/rock, moo/sand-rock by: rock, sand-rock suffix matches; rock could be used for moo/sand-rock)
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?
* Valve220: Project {axial, ortho, cam, from face} functions
* conversions between AP, BP and Valve220 brush types; conversions to Brush Primitives and Valve220 formats are lossless
* detect brush format and automatically convert to current one on map Import and Paste
* Valve220: fixed Reset function, implemented Rotate one
* Valve220: fix overwriting basis on brush clone/map import ( in Face( Face ) constructor )
* BP: fix: normalize shift values during import, arbitrary projections and face->fit
* Valve220: fix texture lock for scaling, fix for negative texdef.scale
* 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...
* 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...
* fix scaling for doom3 brush format
* Pointfile function: try to also load .pts leak line file (q1), if .lin isn't found
* snap transform origin for flip commands
* change light intensity save format from %f to %g to prevent .99999 on transforms
* support 'stupid quake bug' (invert pitch in angles)(generic and miscmodel ents)(cfg: entities="quake" in .game)
* clipper: place 1st and 2nd points far, 3rd near to ease 3 points clipping
binds...
* doubleClick/Enter in Entity inspector Class list = convert entities
* ctrl during creating brush = cube brush
misc...
* on worldspawn entity create/convert to one do most expected move-selected-primitives-to-worldspawn
* convert point entity to group one = placeholder brush at origin + remove origin key
* convert group entity to point one: set origin key to contained primitives center
* fix uniform rotation operations for eclassmodel, miscmodel entities
* scale miscmodel entities uniformly
* added func_detail to world and detail filters
* region->set_xy: using active projection, not just xy one; is subtractive (no region off before applying)
* new brush prefab: icosahedron
* refactored CSGTool, improved Hollow::diagonal algorithm stability
improved view_cubiclipping.png
misc...
* restrict unwanted angle(s) keys commits on moving generic, eclassmodel, miscmodel entities
* reverted angle(s), origin, scale entity keys save format from %f to %g
* fix uniform rotation operations for generic entities with angles key
* use more precise meth for rotating point entities with only angle rotated
* snap tiny inaccuracies in angle(s) and origin point entities keys
* workaround: don't discard empty group ents, having origin key
* entity class convertion: prevent converting worldspawn; prevent converting point entity to empty group