(excess portals there are effect of _blocksize)
* optimize FloodPortals() (also fix stack depth crash in debug mode due to recursive calls)
* fix xml_Select() of leaked entity (was selecting last map entity always)
* xml_Select() leaked entity exactly in the beginning of leak line
fix -bsp crash with .bsp sent as map path
* fix: qer_editorimage, q3map_lightImage etc work with file names, containing period
(i.e. 'file.name.ext' names; don't StripExtension() twice in ImageLoad() for that)
The arrays were always meant to be variably sized, and objects are only ever allocated dynamically. Object size computations are simplified with this change.
Flexible arrays were introduced in C99, so this change means that we will require a C99-conforming compiler henceforth.
* -backsplash (float)scale (float)distance: scale area lights backsplash fraction + set distance globally
(distance < -900 to omit distance setting); def = 1 23; real area lights have no backsplash (scale = 0)
q3map_backsplash shader keyword overrides this setting
Radiant:
binds...
* alt + m1 click/drag in component modes: select objects
misc...
* fix: selected entity and brush numbers display in 'Find brush' dialog
* prefer to display texture width and height in status bar over name (PANGO_ELLIPSIZE_START)
* allow search shortcut (ctr+f in win) in entity inspector -> entity class list
* fix: don't save empty group entities (but worldspawn)
* new slightly less careful, but much faster lightmaps packing algorithm (allocating... process)
* -slowallocate switch to enable old lightmaps packing algorithm
* Subsampling...collapsing...sorting...allocating...storing...projecting... timers
* new area lights backsplash algorithm ( by Jelvan ), hijacking temp area lights ( to simulate volumetric behavior of source ones )
* fix: create backsplash for area lights, while q3map_lightsubdivide'ing too
* no backsplash for area lights, if surf == sky
* report patches count in -info
* -exportents to exports entities to a .ent file
* unvanquished game support
* -fs_basepath: can be used more than once to look in multiple paths (Sets the given path as main directory of the game)
* -fs_game: can be used more than once (Sets a different game directory name (default for Q3A: baseq3))
* -fs_pakpath <dir>: Specify additional custom path to assets (can be used more than once to look in multiple paths)
* fix undocumented unexpected LokiInitPaths
* -help option (-h, --help)
* code fixes
* packer: !FAIL! msg for missing ingame resources, ~fail for the rest
* bumped stack size to 4Mb to fix crash for huge skies, using old shaders with fairly useless q3map_surfacelight + q3map_lightsubdivide < 999 combo
Radiant:
binds...
* F5: run first in the list or recently invoked build option
* F11: fullscreen
misc...
* opening *.map, sent via cmd line: enabled for non win32 too
* fix: textures find/replace wnd better default pos, size
* fix: crash in CSG::Subtract
* fix crash: main wnd maximized + 'start on primary monitor' off + monitors > 1
* correct save/restore of main wnd pos/size and maximized/fullscreened states
* scale widgets consistently along with main wnd, while using regular layout