Q3map2 changes:
- 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
- typo at -dirtmode
- -bounceColorRatio 0..1 (ratio of colorizing)
- -debugclip: autoclip debug, uses shaders debugclip, debugclip2
- -clipdepth F, def 2, _clipdepth
- fixed model autoclip (64u thick brushes/no collision at all in some cases)
- pyramidal etc zillion (20!) of autoclip modes
- brush planes normals snap: +fix of vector-is-close-to-be-ON-axis case, was breaking slivers collisions, drawsurfs
- removed stuctural caulk in models, was broken anyway
- alphamod scale: works now
- 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 )
- >2GB makefile option, allows up to 3GB ram on 32bit, 4GB on 64bit
- speedup patch to use fast sqrt at some points of light phase, where precision is not needed
- shot down spammy warning about samplesize for lmsize<=128; -debugSampleSize to show
- numBspModels ('brusmodels') stat emitting
- -pk3: autopackager mode(complete Q3 support); bsp path as input; switches: -dbg - talkative mode, -png - include pngs, at highest priority
tip: ioq3, netradiant, compiler (and packager) treat *.pk3dir directories as separate pk3 files
- 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
- 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
- -brightness 0..alot, def 1: mimics q3map_lightmapBrightness, but globally + affects vertexlight
- -contrast -255..255, def 0: lighting contrast
- fix: number of problems, found by Visual Studio's static code analyser
(https://github.com/TTimo/GtkRadiant/com ... 0e1cfadfd6)
- 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
- do not delete q3map2_*.shader on minimap generation
- packer: pack actual loaded bsp instead of one, found in vfs
- report full / full pk3 path on file syntax errors
- bumped stack size to 4Mb to fix crash for huge skies, using old shaders with fairly useless q3map_surfacelight + q3map_lightsubdivide < 999 combo
Radiant changes:
binds...
- wasd camera binds, c - deSelect, z - delete
- ExpandSelectionToEntities - shift+e
- make detail - alt+d
- make structural - alt+s
- paste to camera - shift+v (alt+v was leading to texBro-View menu)
- arbitrary rotation - shifr+r
- arbitrary scale - ctrl+shift+s
- shift+n - cycle patch tex projection
- ctrl+f - fit texture
- bind a, d in no mlook mode - CameraStrafeLeft/Right
- douplicated basic shortcuts: arrows - camera freemove, ESC - deSelect, backSpace - delete
- M1 click: tunnel selector
- shift + m1 drag: paint objects selection
- ctrl + m1: select brush face
- ctrl + m1 drag: paint faces selection
- shift + m2: tunnel selector
- shift + m2 drag: rectangular toggle selector
- ctrl + m2: tunnel face selector
- ctrl + m2 drag: rectangular selector of brush faces
- alt + m2 drag: 2d zoom in/out
- ctrl + m1: quick clipper mode (quits one after split done)
- Q - toggle QE/Scale tools (MouseDragOrScale command)
- new MouseRotateOrScale command
- shift + m3: set custom transform/pivot origin in pivoted mode
switch manipulator mode = disable
is snapped to (if SnapToGrid is on):
grid
selection bbox edges
selection bbox origin - F5: run first in the list or recently invoked build option
- F11: fullscreen
- F12: maximize main wnd view under cursor
- ctrl + t: patch thicken
- ctrl+tab (nextview cmd) = center on selected in 4 view
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)
- modify+: snap to grid (ctrl+g)
- 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
- make .pk3 to q3 build menu
- help+: Blendmodes cheatsheet
- simplified curve menu
- 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...
- removed note to save before going to preferences, project settings
- translucent textures are visible, while selected, too; +matching trans polys are visible simultaneously
- fog is automatically transparent
- fit width, fit height butts in surf inspector (for trims) (saves scales ratio)
- Doom3LightRadius: failed to parse default light radius - spammy msg removed
- 1.5x bigger light ents (8->12u)
- longer list of recently opened (4->9)
- fixed warning on import (q3map2_type not found)
- defaulted brush primitives for q3
- crosshair display: is saving in prefs
- defaulted Maya theme
- removed question to override current compile monitoring
- included meshTex plugin
- fixed q3 entities.ent and defrag.def
- 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)
- improved mwheel 2d zoom by Neumond
- hollow: produces not intersecting brushes
- +makeRoom: like hollow, but extrudes faces outwards; for making rooms
- entity inspector: Tab enters Key field, toggles between key/value fields; Del deletes keys; Esc quits
- 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)
- 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)
- _setmaxstdio(2048): tested max pk3s count: 1021
- curve: deform (randomize Z points coord at given amount)
- patch thicken
- 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
- 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
- filter toobar buttons also handle right mouse clicks:
caulk: apply caulk tex
clip: toggle apply clip/weapclip tex
hint: toggle apply hint/hintlocal/hintskip tex
triggers: apply trigger tex
liquids: toggle apply watercaulk/lavacaulk/slimecaulk tex
areaportals: toggle apply nodraw/nodrawnonsolid tex
shader names are configurable through respective shader_* keys in .game file
details: make detail
structural: make structural
- png icons with real alpha; partially antialiased
- updated gtk+ lib to 2.24.10 version
- fix of 2.24 related: minimize floating window = whole app minimizes + can't restore
- fix of 2.24 related: glwidgets inside floating windows were not shown after hide/show of parent widgets
- 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
- tex bro: menubar = toolbar
- 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)
- shader editor gets focus after been hidden behind main window and called again
- patch thicken: significantly more fail safe; correct handling of cycled patches
- tex bro: left double click loads directory, containing active shader + focuses on it
right double click loads 'common' directory
- fix: was parsing vfs twice; pk3s were being opened twice during runtime
- fix: shortcuts work after startup (plugins bar buttons were stealing focus)
- updated gtk+ lib to 2.24.29 version
- fix: no 'gtk-file' icon warning
- fix: 1x1 textures crash and appearence
- fix of: create func static in non doom3 gametype = group entity w/o objects
- merged tex bro textures borders; stipple indicates shaders
- realigned tex bro text, so one doesn't collide with textures borders
- fix of texture focusing in tex bro
- grayscale RLE TGA support
- unsupported Doom 3 entity keys: popup->log warning
- patch inspector: +flip texture buttons
- disabled texture lock by default (confuses novices, suddenly)
- added MeshTex plugin src to project, compiled, fixed (works now-)
- fix: texbro m2 drag in 2x2 layout
- fix: crash in (texbro + freezePointer)
- fix: all sorts of problems with freezePointer drags near widget borders
- 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, change views button in floating 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
- CSG Tool
- texbro: disable alpha transparency by def; isn't good in half of cases
- find/replace: tooltip helper note about search mode
- fix: texbro: blured stipple with green and red borders
- 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
- 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
- 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'
- fix: clone group ent / map import / saving map as : group ents name labels at 0,0,0;
- paint selectors work in freelook mode
- fix: crash in CSG::BrushDeleteSelected
- fix: crash in Brush::windingForClipPlane
- disabled snapping of transform/pivot origin by default
- Scale tool: now scales bbox by gridsize increment
- m1 selector fix: shift/ctrl + m1 drag, release shift/ctrl, release m1 = replace brush selection
- m1 selector fix: do not select when dragged off pivot in pivoted mode
- don't restore cursor pos after quit mlook (do center)
- toggle and paint selectors do select matching stuff (depth threshold ~= 0.1 u)
- 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
- square option in exact patch creators (= redisperse rows + cols)
- axis option in patch deform dialog
- spinner instead of entry in: patch deform, thicken; brush prism, cone, sphere, rock dialogs
- maximized brush cone prefab sides limit
- 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)
- 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'


