* fix: region() functions work for entities, having model, which is instantiated multiple times in a scene
* warn on Map_RegionBrush with none selected
* fix: 'region set brush' is deleting ultimateselected only (is using one to get bounds)
* deselect components on any region() function: could be texturized or edited implicitly
* allow 'region set selection' in components mode
* Map_RegionXY: deselect anything (could leave stuff selected + invisible)
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