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)
* 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)
* _setmaxstdio(2048) for windows
* game_qfusion update
Radiant:
misc...
* wrap long command lines in build menu -> customize
* map info dialog: + Total patches, Ingame entities, Group entities, Ingame group entities counts
* fix: map info dialog -> sort by count works
* fix of: minimize main wnd, close, start = cam, cons, texbro null size
misc...
* fix: update projections on prev/nextleakspot
* use active projection for prev/nextleakspot tracking
* fix of: no redo available after ( nothing selected + M1 click ) in 2D
* fix: nudge left, right, up, down commands work in scale, rotate, clipper manipulator modes
* deprecated 'Disable system menu on popup windows' preference, was doing nothing
* preference: Nudge selected after duplication (def = no)
* preference: Left mouse click tunnel selector (def = yes)
misc...
* fix: mixed up 'Up' & 'Forward' mouse strafe options
* mouse strafe options: old 'both' one with inverted forward, None
fix: QE tool: alt + m1 + ctrl drag : verts weren't snapped (since not component mode)
fix: QE tool face drag + ctrl: no snap
fix: ctrl snap on drag + shift constrain to axis: excess snap on not dragged axis //some coord e-17
binds...
* m1 + ctrl drag: snap bbox during manipulators manipulations:
drag axis, freedrag: snap bbox edges to grid on dragged axes; allows more varied snappings, then SnapToGrid command
scale axis, scale free: snap bbox size on scaled axes to grid
misc...
* QE tool in a component mode: perform drag w/o hitting any handle too
binds...
* m1 + shift drag: snapped modes of manipulators:
freedrag: constrain to axis with biggest move amount
rotate axis: snap to angles, multiple of 15'
scale axis: scale all axes synchronously
scale free: scale axes with non zero drag synchronously (i.e. two visible ones in projection views)
misc...
* fix: CameraFreeMoveUp, CameraFreeMoveDown shortcuts are editable
* prism, cone prefabs: increased precision
* fix: out of pivot rotating is active from start, no additional magic is needed for that
* fix: could lock (but not set) transform origin in non-pivoted mode
* arbitrary rotation dialog allows decimals
* fix: grid rendering with ToggleGridSnap off
* fix of: scale tool scale, locked to 1 for things w/o bbox with bigger grid (e.g. single misc_model)
(snapped drag start was = 0, scale func depends on initial click point: closer to center = more extreme scaling)
* fix: make detail / structural are undoable
* default autosave period: 5 -> 15 minutes
* texBro option: hide nonShaders in common folder; def = yes; are shown, if are in use
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)
* 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
* do not delete q3map2_*.shader on minimap generation
Radiant:
misc...
* fix: crash in CSG::BrushDeleteSelected
* fix: crash in Brush::windingForClipPlane
* disabled snapping of transform/pivot origin
* fix crash with nonpthreads xmllib + multithreading + output to system console
* number of code fixes
Radiant:
misc...
* fix: clone group ent / map import / saving map as : group ents name labels at 0,0,0;
* number of code fixes
misc...
* fix: deselecting particular primitives, invert selection work for expanded group entity selection (these are deselecting parent node)
* do not render entities selection in components mode; fixes 'invisible components for expanded group entity selection'
misc...
* texbro: disable alpha transparency by def; isn't good in half of cases
* find/replace: tooltip helper note about search mode
* Entity: arrowheads, showing direction of connection-lines in addition to color-code; New algorithm: are visible in all orthogonal projections
* tweak: do not render 'misc_model' & 'light' entity names
* filters: patches: +filter ones with surfaceparm playerclip
* translucent filter also works for shaders with qer_alphafunc
* filter areaportal, if single face matches (allows case with other faces, using 'skip')
* filter translucent, if single face matches
* filter liquids by surfaceparm {water, lava, slime} in addition to textures/liquids path
misc...
* fix: select inside and touching: ignored ANY filters and hiding, and region
* fix: M3 tex paint/grab ignored _hidden_ models
* fix: M3 tex paint/grab ignored group ent (world, triggers, et cetera), model filters
* fix: shift+a by tex: ignored group ent (world, triggers, et cetera) filters
* fix: tex find/replace: ignored any filters, regioning & hiding
* fix: shift+a by classname: ignored filters, hiding, region
* fix: floor walker ignored group ent filters
* fix: csg subtract ignored group ent filters
* fix: invert selection: ignored group ent filters
* fix: tex find/replace: 'select by shader' mode for patches (was replacing with notex instead)
* fix: select inside and touching: were selecting group ents, as single unit (=sensitive to parent node and its bbox)
* fix: csg merge two group ents = empty group ent
* fix: csg subtract group ent completely = empty group ent
* fix: hollow group ent: could produce empty group ent
* func_groups are filtered by world filter only, not entities one
* new func_group filter, filterBar button; Rightclick = create func_group
misc...
* made shaderplug msg to look not like error (but barely noticeable)
* removed Texdef_FitTexture copypasted code
* ctrl+shift+mouse strafe mode: moving mouse forward moves camera forward, back - back
* add map to recent ones on SaveMap (instead of doing that in 'open by cmd line': spoils the list)
* fix: spin buttons alignment in patch inspector
* fix: patch inspector window pos save/restore during run time
* removed console, texbro buttons in regular layout
* ent inspector: saving window splits pos in non regular layouts
* ent inspector: saving lower split pos aswell
* ent inspector: fix of: minimizing part behind middle to 0
* saving find/replace wnd pos; bringing ontop, if is (present + called)
* moved 'find unique name for' output to _DEBUG
* fix of 'GLib-CRITICAL **: Source ID was not found when attempting to remove it' in buid monitor timer
* fix: build menu customizing: command field is reachable right after creating new entry
misc...
* fix: texbro m2 drag in 2x2 layout
* fix: crash in (texbro + freezePointer)
* fix: all sorts of problems with freezePointer drags near widget borders
binds...
* tex bro: left double click loads directory, containing active shader + focuses on it
right double click loads 'common' directory
misc...
* shader editor gets focus after been hidden behind main window and called again
* patch thicken: significantly more fail safe; correct handling of cycled patches
* fix: was parsing vfs twice; pk3s were being opened twice during runtime
* fix: shortcuts work after startup (plugins bar buttons were stealing focus)
misc...
* local gtk2 themes support; cfgs are .gtkrc-2.0.radiant, .gtkrc-2.0.win; +~100 themes included;
MS-Windows theme is one, inheriting current appearence on Windows
* GTK2 theme & font selector (Misc->Colors->Gtk theme...) (need restart after pair of naughty engines tho)
* openGL implementaion of rubberband selector (w/o rerendering whole scene) (fixes visual issues with Aero)
binds...
* texbro: left double click loads directory, containing active shader
* texbro: left triple click loads 'common' directory
misc...
* updating texture browser height after thumbnail scale, min/max size, show shaders options changed
* tex bro: show textures option (to leave only shaders)
* tex bro: Show all (ctrl + a) toggles 'Hide unused' (typically: ctrl+a: get all used, once more ctrl+a: get all loaded)
* tex bro: 'flush and reload shaders' autoloads last selected dir
* tex bro: show alpha transparency option; def = yes
* tex bro: white+black stipple around shader thumbnails + is visible, while being selected
* filter toobar is not part of plugin one
binds...
* douplicated basic shortcuts: arrows - camera freemove, ESC - deSelect, backSpace - delete
menus...
* modify+: snap to grid (ctrl+g)
misc...
* fixed warning on import (q3map2_type not found)
* patch thicken
* removed douplicate accelerators registering
* trigger_* entities get textures/common/trigger tex on creation
( unless different is set in .game file via shader_trigger key )
* opening *.map, sent via cmd line (can assign *.map files in system to be opened with radiant)
* -aero cmd line key to enable aero transparency
* opening maps with bad tex defs (.#QNAN, .#IND, .#INF)
(happens sometimes after rotating & often scaling with tex lock (in BP mode)); error->warning
* decompiling: fix: broken brushes, empty brush definitions; shut down too usual warnings; with -force tries to decompile model autoclip too
* decompiling: -fast mode for BSPToMap conversion
Radiant:
misc...
* _setmaxstdio(2048): tested max pk3s count: 1021
* curve: deform (randomize Z points coord at given amount)
* fix: number of problems, found by Visual Studio's static code analyser
(76ea7385dd)
Radiant:
misc...
* fix of: convert group entity to diff one = entity w/o objects
* asking for game path at 1st start, even if one, specified in .game exists (auto picking could make confused)
* disabled game autodetecting: (~2min awaiting on w7 in non admin mode was confusing)
* -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)
* packer: +warnings on implicitMaps, mapNoComps
* packer: known problem: minizip crash, when trying to get file with 2039 year date from disk
* -repack: repacks multiple maps, strips out only required shaders; main argument is single bsp path or txt with full pathes to bsps
switches: -dbg: talkative mode; -png: include pngs, at highest priority; -complevel: -1..10, def 0, compression level
uses additional exclusions file repack.exclude with different logic
* packer: rewrote logic to make sure not to include excluded stuff
* packer: preserves file date, if grabbing file from .pk3 too
* packer: in case of missing *ingame* resources pk3 gets _FAILEDpack suffix
* -pk3: autopackager mode(complete Q3 support); bsp path as input; switches: -dbg - talkative mode, -png - include pngs, at highest priority
is using file 'gamename.exclude' to exclude vanilla game resources
tip: ioq3, netradiant, compiler (and packager) treat *.pk3dir directories as separate pk3 files
* shot down spammy warning about samplesize for lmsize<=128; -debugsamplesize to show
* numBspModels ('brusmodels') stat emitting
Radiant:
misc...
* filters toolbar (disableable)
* fix: shift + m1 click in tex browser to open shader in internal/external editor;
defaulted internal; focuses on wanted shader; correct opening/saving
* fix: angles "0 x 0" autoconvert to angle "x" on transform (was getting deleted w/o a trace)