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
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
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
disable fastnormalize for light: was increasing dirt from arealights, lighting with acute angle
Radiant:
binds...
* QE tool: alt + m1 drag in primitives mode:
click face = clicked faces shear
* m3 in texbro: select texture w/o applying to selection
* `: XYFocusOnSelected
* ctrl + shift + e: Select Connected Entities
misc...
* search in shortcuts list
* edit shortcuts on m1 dbl click
* edit shortcuts fix: could highlight a few rows for editing
* texbro: toggle off hideUnused on loading a tag
* fix of: undo something, select tex in texbro, no redo available
* epsilon in resize brush selector to prevent perpendicular faces pickup
* clone group entity primitives to separate entity on cloneSelectedMakeUnique
* Focus on Selected option in Entity List (focus cam and center xy)
* entity inspector: connected entities walker (select target / targeting / both)(focus)
binds...
* ctrl + shift + m1 (in texbro): open shader in external editor
misc...
* fix: do not unmaximize external shader editor on win
* fix: blank cursor in radiant after calling external shader editor on win
* fix shader editors stuff for non uindowses
* 'Shader Editor Command' preference is available on win (is used, if set; otherwise try default os action for file)
* fix: 'Shader Editor Command' preference allows selecting executable via dialog
* GDK_HAND2 cursor in clipper tool mode
* fix: clipper points have numeric labels
* '2d zoom in to mouse pointer' option works for alt + m2 zoom
* '3d zoom in to mouse pointer' option (def = yes)
binds...
* Tab: focus camera on selected
menus...
* Modify->Nudge:+ Nudge +Z, Nudge -Z
misc...
* improvement of: Scale tool: now scales bbox by gridsize increment
* snap transform origin for rotate 90' commands, if one is not custom (is good to stay on grid)
* 2d camera icon in ZY, ZX views represents yaw aswell
* M3 camera direction control: disabled snapping
* M3 camera direction control: affect yaw instead of doing pitch > 90' in ZY, ZX views
* fix of: ctrl+m3 in 2d, release ctrl, then m3: m3 drag works like with ctrl pressed
* removed 2 buttons mouse option: was only affecting m3 camera control binds
* fix of: press any modifier (ctrl/shift/alt) + any mouse, release modifier, then mouse = chase mouse broken
* removed 'Right Button Activates Context Menu' preference
* brushExport plugin, prtview plugin, bobToolz::Polygon Builder, about, textures reset, messagebox windows live on top of main window
* removed 'Update views on camera move' option: camera icon updating is enough quick
* fix: bobToolz::split patch rows+columns - works if rows = 3 ( clos and rows were mixed up in general )
* entitySetColour, entityNormalizeColour are undoable
* bobToolz::splitPatch commands place result into parent entity (worldspawn or group one)
* bobToolz::mergePatches places result into last selected patch's parent entity
* bobToolz::mergePatches: remove left empty group entities
* SelectAllOfType works for group entities, whose brush(es) are selected (no parent node selection needed).
Algorithm is: get [ent inspector's keyName field(if visible) or classname]'s keyValues of selected ents ('no key' counts, as property, too);
Then select ents with according keyName+keyValues; Worldspawn is omitted;
Otherwise (nothing or worldspawn selected) select primitives, holding selected texture;
in 'Faces' component mode = select specifically faces, holding selected texture;
* SelectAllOfType selects child primitives of group entities
* ExpandSelectionToEntities works for worldspawn entity too
binds...
* ctrl+tab (nextview cmd) = center on selected in 4 views layout
misc...
* quick method of rendering camera icon (w/o rerendering the scene) = great speedup for camera moves
* fix: center on selected cmd works in floating views layout
* projections are switchable in floating views layout
* defaulted 'mark active view by outline'
* view->show: toggle crosshair, size, grid are check menu items
* view->show: +Show Light Radiuses toggle
* view->show->show stats makes effect immediately
* view->show fix: check menu items are sensitive to changing options via shortcuts
misc...
* option to disable main toolbar
* removed bobtoolz caulk selection button; filterbar one does the job better
* filterbar: + region set selected button; rightclick = region off
* filterbar: + hide selected button; rightclick = show hidden
* SelectionSystem option: prefer point entities in 2D views (def = yes)
* filterbar: indicate region, hide states by buttons states
* fix: region compiles (run build with region enabled = compile regioned part only)
* solid selection boxes by default (m_bNoStipple)
* always use stipple for stuff behind stuff in 3d (was dependent on m_bNoStipple)
* del unused ChooseSmallGridMajorColor ChooseSmallGridMinorColor preferences pipeline
* fix: Active View Name and Outline... Clipper... colors saving
* fix: ChooseCameraSelectedBrushColor changes the color (requires restart)
* fix: ChooseSelectedBrushColor preference saving (requires restart)
* fix rubberband selector appearence in 2D with 'show window outline' option enabled
* multiple projections layouts: activate a projection on zoom
* multiple projections layouts: added wnds updates to correctly indicate active projection (via wnd outline and projection name)
* draw projection name is independent from show coordinates option
* multiple projections layouts: greyscale axes in inactive views
* 'show coordinates' is disabled by default
* quick (hacky) method to render things, indicating viewport being active or not (axes, view name, wnd outline)
* -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)
* content of brush is determined now not by 1st side in brush definition (inconsistency!)
but on priority: liquid > fog > playerclip > nonsolid > solid
ex.: nodraw solid shader works now for hiding liquid or fog volume splits / unwanted faces
solid or nonsolid shader + face(s) of playerclip = playerclip
solid shader + face(s) of nonsolid = nonsolid (b4 could happen: 5nonsolid sides + 1solid = solid brush )
Radiant:
binds...
* make structural - alt+s
* shift+n - cycle patch tex projection
* ctrl+f - fit texture
* bind a, d in no mlook mode - CameraStrafeLeft/Right
menus...
* smartified content basically
* hidden killconnect for games, which are not nexuiz
* view-orthographic+: center 2d on selected (ctrl+shift+tab)
* removed parent from menu, regroup does work + isn't bugged
* edit+: SelectAllOfType (shift+a)
* view->show+: ToggleCrosshair, show size info, show grid
* view menu: +patch inspector
* curve->texture+: flip patch tex ( {ctrl}shift+i ), naturalize, cycle projection
* cleaned, updated help menu links,+: Mouse Shortcuts, recent offline&fixed Shader Manual,
netRadiant specific docs, lists of q3map2 switches/entity keys/shader directives
misc...
* removed note to save before going to preferences, project settings
* fog is automatically transparent
* Doom3LightRadius: failed to parse default light radius - spammy msg removed
* 1.5x bigger light ents (8->12u)
* longer list of recently opened (4->9)
* crosshair display: is saving in prefs
* defaulted Maya theme
* removed question to override current compile monitoring