Updating routes.
Merge pull request #1 from NeonKnightOA/patch-2
Updating routes.
Adding remaining gamepacks with respective links and setups.
Merge pull request #2 from NeonKnightOA/patch-3
Adding remaining gamepacks with respective links and setups.
Last route fixing and updating. My bad.
Merge pull request #4 from NeonKnightOA/patch-4
Last route fixing and updating. My bad.
Last update. It is now in its own project.
Merge pull request #5 from NeonKnightOA/patch-5
Last update. It is now in its own project.
From the Xonotic version of NetRadiant (update to the Unvanquished pack).
Merge pull request #6 from NeonKnightOA/patch-6
From the Xonotic version of NetRadiant (update to the Unvanquished pa…
Even more updates and gamepacks brought from Gitlab.
Thanks to @illwieckz for this.
Even more updates + workarounds for some games.
Last of @illwieckz updates to the packs.
Merge pull request #8 from NeonKnightOA/patch-7
Even more updates and gamepacks brought from Gitlab.
Merge pull request #9 from NeonKnightOA/patch-8
Even more updates + workarounds for some games.
Merge pull request #10 from NeonKnightOA/patch-9
Last of @illwieckz updates to the packs.
* 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...
* draggable renderable transform origin for translate, rotate & scale manipulators
click w/o move = reset
move is constraintable to axis with shift pressed
* highlight manipulators' renderables on mouse hover
* mouse_moved_epsilon system (0.5% of viewport size) for m1, tunnel selectors, manipulators (except freelook) to make them more fail-safe
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...
* entities converting: also create group entities from world primitives instead of "do not want to convert worldspawn entity" error
* fix: group dialog: prevent focusing on texbro->filter entry and console, if switching to ones by click on tabs (was blocking hotkeys)
misc...
* experimental fix of rendering scene and evaluating brush/patch representation TWICE on every transform (literally after every mouse move fraction)
misc...
* new texture lock algorithm for BP map format, supporting any affine transformations
* more robust texture lock algorithm for AP map format, locking what is possible to; also improves seamless face2face tex paste function
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
binds...
* ctrl + shift + m3/drag: project tex from face in tex clipboard to brushes(BP format) and curves
misc...
* fixed and improved normal finding in patch texture autocap algorithm
* removed axis cycling in patch cap texture; using autocap
* patch cap texture: project, using brush texture projection math of current mapformat to make it seamless with brushes by default
* Surface inspector->Project functions work for curves (in AP map format too)
misc...
* changed surface inspector behavior from 'set whole texture projection' to 'set modified value' (makes sense for multiple surfaces selected)
* BP: surface inspector and Tex* binds scale texture by its axes, not world axes
* BP: fix rotation of tex projection with scale S != scale T
* BP: fix ruining nonregular tex projections by surface inspector (for example after fit/seamless/arbitrary projection)
* jump over tex projection scale = 0 case, while modifying one (AP and BP)
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
binds...
* m2 drag in cam = sideways+updownways strafemode; do not enter/quit freelook, if long button press (>300ms)
* m1 drag in freelook = sideways+updownways strafemode (mainly for visual editing)
* ctrl + m3/drag = seamless brush face to face texture paste; works for any faces in BP mode, only axial ones in AP
* ctrl + shift + a: select all visible brush faces and curves, textured by selected shader
(more obvious way, than existing ones: components mode::faces->shift+a and find/replace to empty)
* shift during creating brush = quadratic brush
* drag clipper point + shift = constrain to axis with biggest move amount
misc...
* -gamedetect command line option to enable game detection
* don't disable aero by default; -aero command line option disables one
* "Don't show" (during session) checkbox in Light Intensity dialog
* fix: show-grid toggle hides grid, when snap-to-grid is off too
* region mode: draw out of region part of grid in subtle style
texbro tags button png icon
menus...
* view->show->Entity boxes (always show bbox for ents with model)
misc...
FBO support
* preferences->display->entities->Names Display Ratio (2D): hide names, if view_size/bbox_size > value; def = 64
misc...
* fix name case sensitivity in shaders (non plain textures) loading during map/model loading
* all patch prefabs are created aligned to active projection