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
* -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)
* native surfaceparm noob support (no -custinfoparms needed)
* -noob in bsp phase: assign surfaceparm noob to all map surfaces
* surfaceparm ob: skip assigning surfaceparm noob with -noob on that
* farplane modes: radius+radius, origin2origin, exact (add r/o/e to the number to enable), < 0 works too
* samples+filter - enabled again, makes sense
* -vertexscale
* fixed -novertex, (0..1) sets
* quick q3map_novertexlight (?)
* fixed _clone _ins _instance (_clonename)
* -nolm - no lightmaps
* ent keys aliases:_sa - shadeangle;_ss - samplesize
* -shift N -shift X Y Z: shift whole map to some coords
* more fogs (256) (ingame appearence lots of ones might be bugged due to engine arrangement, needs testing)
* q3map_remapshader remaps anything fine, on all stages (effect is: postrenaming shader when things are have been done)
* fixed 'unknown argument 1' at -lightanglehl
* -nocmdline writting to worldspawn
Radiant:
binds...
* wasd camera binds, c - deSelect, z - delete
* ExpandSelectionToEntities - shift+e
* make detail - alt+d
* arbitrary rotation - shifr+r
* arbitrary scale - ctrl+shift+s
misc...
* fit width, fit height butts in surf inspector (for trims) (saves scales ratio)
add old TODO with ideas