Releases: Garux/netradiant-custom
Releases · Garux/netradiant-custom
20180516
Q3map2:
* buffered broadcast xml stream to dramatically increase compilation monitoring speed
* mark warning messages with respective flag for colorized monitoring output
* colored warnings and errors in Windows console
* modify message flags system to allow SYS_WRN | SYS_VRB, SYS_ERR | SYS_NOXML etc combinations
Radiant:
* fix filter structural filtering point entities for q1
* introduce globalWarningStream()
* fix RadiantSelectionSystem::getSelectionAABB() for PlaneSelectables
* orange console warnings
* new robust (working well in camera too) algorithm of indirect faces selection for brushes, patches, doom3 lights, transform tool
* select only plane of planeselectables in camera (since it's not easy to select multiple ones on purpose anyway)
* build system: prevent empty commands execution
* build monitoring: determine if pending stack got monitorable commands, use non monitorable path, if not
* preferences->Build->Dump non Monitored Builds Log (default = no)
* catch degenerate cases in texture vertex lock (ex: verts edit to noncontributing face, then back)
* brush creation in camera; alt = modify height
* entity based structural/detail filters depend on brushtypes="quake" in .game to make detail surfaceflags usable for quake 1
* lower alt+m2 (2d zoom) sensitivity
* support mouse_moved_epsilon system in camera freelook
* preferences->Camera->Strafe Speed slider
* camera strafe: m1 one is disableable by mode 'none'
do not block strafe by pressed shift in up/forward modes
enable forward strafe with only shift pressed in 'both' modes (no ctrl is required)
* remove hack, making freelook move speed fps dependent and harsh move start
* preferences->Camera->Scroll Move Speed slider
* change freelook move speed units to game units; expand range; simplify
* print speed values on change by CameraSpeedDec/CameraSpeedInc commands to console
* preferences->Camera->Time to Max Speed slider (camera key moves acceleration)
* fix backslashes in opened by cmd line map path = fix duplicates in recent maps list
* check move amount (56 pixels) in M2 toggle freelook or keep strafemode condition to allow fast strafe moves
* texbro: show tags frame on M2 release after small or zero move to enable (m2 drag = scroll pan) with tags on
* change GDK_KP_Home, GDK_KP_Page_Down, GDK_KP_End binds to GDK_KP_7, GDK_KP_3, GDK_KP_1: works under Windows at least
* fix mixed up ViewFront and ViewSide commands, NextView menu entry typo
* preferences->Selection->Selector size (pixels)
* turn off 64u deep selection of components in QE tool
* fix qer_alphafunc equal/greater/less/lequal alphatest modes (was always 'gequal')
* clipper tool total rewrite; works in 3d viewport
* fix: update BrushClipPlane rendering on selection change
* clipper points are draggable right after been dropped
* preferences->Clipper->"Reset Flipped State" (on cut done and on manipulator changed), "Reset Points on Split", "2 Points in 2D Views"
* wysiwyg lights selection (was bbox based)
* fix: update BrushClipPlane rendering on undo
* snap Clipper points to brush planes, edges and vertices (in 3d camera)
* Valve220: transform basis in special way with texture lock off
20180305 Hotfix
Hotfix!
* fix: FBO creation was random
* disable MSAA with samples = 0, even if more is forced via driver
20180304
Q3map2:
* add extra surfaceflags from quakelive
* fix misspelled 'donotenterlarge' contentflag for RTCW & ET
Radiant:
binds...
* m2 in Surface Inspector->fit width/height = fit width/height, keep height/width
* shift + n: brush texture reset + patch texture cap
menus...
* View->Show->Entity Connections option
* Brush->Copy/PasteFaceTexture: show contextual Copy/Paste commands (dependant on faces selected)
misc...
* increased Patch::Calculate_AvgNormal() robustness; affects Patch::CapTexture() & Patch::ProjectTexture()
* round AP and Valve220 rotation values to f.xx instead of int
* swap shift+pgup/pgdn to match SI behavior (up = +value, down = -value) & to improve ergonomics
* invert BP fake angle to synchronise shift+pgup/pgdn behavior with rotation by SI
* preferences->Camera->Selection filling option (filling highlighting), def=on
* fix: selected faces wire color is updated immediately on colour theme change
* fix/improvement of arrows, showing direction of entity connections; now are definitely visible in all orthogonal projections :)
* don't save .map and snapshots during .reg (region) compilations
* fix: don't exclude worldspawn node on region() functions, so newly created brushes are visible afterwards
* 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)
* Valve220: keep basis on 'paintTexture&Projection' (shift+m3); 'projectTexture' (ctrl+shift+m3) performs basis copy
* fix: reset hide button on Map_Free()
* deselect components on HideSelected(): could be texturized or edited implicitly
* fix AP texture lock for faces with 45 degrees angle
* support scale 0 in BP Texdef_transformLocked (is usable, while scaling faces in component mode by 0)
* support scale 0 in AP Texdef_transformLocked
* BP to AP brush type conversion: one is lossless, when it is possible
* Valve220 to AP brush type conversion: one is lossless, when it is possible
* texture locking during vertex and edge manipulations
* fix unwanted brush face texture transformations on brush resizing with texture lock on
* close Map Info dialog by ESC
* fix: reread values from SI on FitTexture command
* change default Map Info window position to centered
* statusbar: del "R:" info (rotate increment from SI)
+current map format info (F:AP/BP/220)
+explanatory tooltip, describing shown infos
* increase precision of camera mouse sensitivity setting from int to float to make it adapted for new hardware/software
* change mouse sensitivity handling by factor of 3 (old default 3 == new default 9)
* fix: consider rotation value for Valve220 arbitrary projections
* disable MSAA in Texture Browser, even if forced via driver
* rotate rotation manipulator representation during manipulation
* new manipulator, applying skew transform
* restyle manipulators icons in GtkRadiant 1.5 way
* transform manipulator: also perform translation, if grabbed bbox
* fix crash, if renaming tag w/o shaders assigned
* transform manipulator: add scale transformation; bbox resizing style
* transform manipulator: draw arrowheads, while some line is selected for skew
* Valve220 texture lock: catch QNAN, if projection direction is parallel to face
* BP to AP, BP to 220, 220 to AP format conversions, Valve220 texture vertex lock: handle degenerate BP basis case
* Valve220: optimize ST coords calculation (rotation value is irrelevant)
* move path settings to separate preferences group to simplify finding one
* prefs->game->paths: +Extra Resource Path option
* point entities are understood as miscmodels, if <model attribute is present in xml .ent definition
* <model key= is not hardcoded to 'model' anymore, can use 'mdl'(q1) or w/e
* add func_detail* to world and detail filters
* entity based structural/detail filters for entities="quake" in .game
* entity inspector -> clear all: keep origin key
* fix accidental negative rotation by rotate tool in camera, caused by low precision
* transform manipulator: add rotate transformation with handles in corner points
* turn SI->project texture radiobuttons to label and 3 buttons to save clicks
* miscmodel filter: simplify and support miscmodels, defined by new way (xml .ent)
* do 'project from face' in face2face seamless function for parallel faces
* toggle transform origin lock by clicking it
* represent locked transform origin with special colours
* support q1 liquids filtering with entities="quake" in .game
* Entity Inspector->smartedit angle(s), direction fields: add "set from camera view direction" button
* Entity Inspector->smartedit->color chooser sets actual key, was always _color
* Entity Inspector->smartedit: enable array, target, targetname, skin attribute types
* Entity Inspector->smartedit: enable texture attribute type, add full shader path autocompletion
* fix lags, caused by texture entries autocompletion
* fix and improve light power adjusting by mouse drag
* texbro tree: display only wad names + full paths as tooltips
* texbro tree: do not try to load root of texture directories group
* texbro: show all used textures on 'flush and reload shaders'
* Valve220: fix uninitialized texture buffer basis
20171017
Q3map2:
* Valve220 mapformat autodetection and support
Radiant:
* 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
* fix FreezePointer in linux with custom input coordinate tranformation and in win10
* filterbar: removed barely used areaportal button, moved 'apply nodraw/nodrawnonsolid' functions to translucent button
* brush resize, face shear: select single face with angle, closest to view direction (or multiple ones with equal angles)
* "Entity Names = Targetnames" option:
also affects Entity List
moved from View->Show menu to prefs->display->entities
prompt about restart on change
* shortcuts list: search in the middle of strings too
* texbro->search entry: ESC = clear
* entity list+: search entry with start/any position modes:
mouse wheel, uparrow/downarrow = scroll through search results
ESC = clear
mwheel in empty entry = scroll through selected/child selected entities
* entity list: expand map's root node on dialog display for convenience
* "BrushAlwaysCaulk" option is saveable for brush types other than q3
* 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 (is snapping 3 points, defining face plane, to integers)
* Valve220: use face projection by default
* 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
* Valve220: fix patch.CapTexture (patch had invalid control points: define basis)
* Curve->Simple patch mesh: CapTexture() instead of NaturalTexture() for convinience