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Document remaining options in the File menu
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Matthew Mott committed Jan 7, 2020
1 parent 0520c27 commit 39ca254
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26 changes: 26 additions & 0 deletions doc/manual.adoc
Expand Up @@ -88,6 +88,7 @@ DarkRadiant.

== Initial configuration

[[GameSetup]]
=== Choosing a game type

When running DarkRadiant for the first time, the *Game Setup* dialog will be
Expand Down Expand Up @@ -1084,6 +1085,7 @@ single huge box. This may seem to solve the problem (the map will indeed not
leak), but it completely negates the important performance optimisations that
the map compiler carries out when it "flood fills" the map interior.

[[PointFile]]
==== Locating leaks with a pointfile

No matter how hard you try to avoid leaks, occasionally they will happen. In
Expand Down Expand Up @@ -1437,6 +1439,30 @@ partially-complete maps.
the selected items into a <<WorkingWithPrefabs,prefab>> (`*.pfb`) file in the
standard prefab location.

*Save selected as Collision Model...*:: Allows a selected map object (typically
a brush) to be set as the collision model for a particular ASE or LWO model.
After choosing this option, DarkRadiant will display the model chooser dialog,
allowing you to choose the particular model that the selected object should be
associated with. The selected brush is then saved, and associated with the
model so that subsequent insertions of the same model will use the new
collision geometry.

*Reload Models/Selected Models/Skins/Scripts/Readable Guis/Materials/Defs/Particles*::
Forces DarkRadiant to re-read the selected category of items from disk,
refreshing its internal data structures. This is necessary if you have edited
or re-exported some asset which DarkRadiant is using in the current map and you
want to see the latest changes.

*Game/Project Setup...*:: Show the <<GameSetup,Game Setup>> dialog for
configuring game-specific settings.

*Pointfile*:: Load and show the <<PointFile,pointfile>> for the current map, if
there is one. An error dialog will be displayed if there is no current
pointfile (which is usually the case if the current map has not leaked during
compilation).

*Exit*:: Exit DarkRadiant, prompting to save the current map if necessary.

== Configuring DarkRadiant

DarkRadiant offers a large number of configurable options which can be used to
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43 changes: 38 additions & 5 deletions doc/manual.html
Expand Up @@ -435,7 +435,7 @@ <h1>DarkRadiant User Guide</h1>
</li>
<li><a href="#_initial_configuration">Initial configuration</a>
<ul class="sectlevel2">
<li><a href="#_choosing_a_game_type">Choosing a game type</a></li>
<li><a href="#GameSetup">Choosing a game type</a></li>
<li><a href="#_interface_layout">Interface layout</a></li>
<li><a href="#_colour_schemes">Colour schemes</a></li>
</ul>
Expand Down Expand Up @@ -488,7 +488,7 @@ <h1>DarkRadiant User Guide</h1>
<li><a href="#_compiling_a_map">Compiling a map</a>
<ul class="sectlevel3">
<li><a href="#_preventing_leaks">Preventing leaks</a></li>
<li><a href="#_locating_leaks_with_a_pointfile">Locating leaks with a pointfile</a></li>
<li><a href="#PointFile">Locating leaks with a pointfile</a></li>
</ul>
</li>
</ul>
Expand Down Expand Up @@ -669,7 +669,7 @@ <h3 id="_what_s_in_a_map">What&#8217;s in a MAP?</h3>
<h2 id="_initial_configuration">Initial configuration</h2>
<div class="sectionbody">
<div class="sect2">
<h3 id="_choosing_a_game_type">Choosing a game type</h3>
<h3 id="GameSetup">Choosing a game type</h3>
<div class="paragraph">
<p>When running DarkRadiant for the first time, the <strong>Game Setup</strong> dialog will be
shown. This is where you configure the path to the game installation from which
Expand Down Expand Up @@ -2324,7 +2324,7 @@ <h4 id="_preventing_leaks">Preventing leaks</h4>
</div>
</div>
<div class="sect3">
<h4 id="_locating_leaks_with_a_pointfile">Locating leaks with a pointfile</h4>
<h4 id="PointFile">Locating leaks with a pointfile</h4>
<div class="paragraph">
<p>No matter how hard you try to avoid leaks, occasionally they will happen. In
this case the <strong>pointfile</strong> functionality is helpful to identify the location of
Expand Down Expand Up @@ -2934,6 +2934,39 @@ <h3 id="_file_menu">File menu</h3>
the selected items into a <a href="#WorkingWithPrefabs">prefab</a> (<code>*.pfb</code>) file in the
standard prefab location.</p>
</dd>
<dt class="hdlist1"><strong>Save selected as Collision Model&#8230;&#8203;</strong></dt>
<dd>
<p>Allows a selected map object (typically
a brush) to be set as the collision model for a particular ASE or LWO model.
After choosing this option, DarkRadiant will display the model chooser dialog,
allowing you to choose the particular model that the selected object should be
associated with. The selected brush is then saved, and associated with the
model so that subsequent insertions of the same model will use the new
collision geometry.</p>
</dd>
<dt class="hdlist1"><strong>Reload Models/Selected Models/Skins/Scripts/Readable Guis/Materials/Defs/Particles</strong></dt>
<dd>
<p>Forces DarkRadiant to re-read the selected category of items from disk,
refreshing its internal data structures. This is necessary if you have edited
or re-exported some asset which DarkRadiant is using in the current map and you
want to see the latest changes.</p>
</dd>
<dt class="hdlist1"><strong>Game/Project Setup&#8230;&#8203;</strong></dt>
<dd>
<p>Show the <a href="#GameSetup">Game Setup</a> dialog for
configuring game-specific settings.</p>
</dd>
<dt class="hdlist1"><strong>Pointfile</strong></dt>
<dd>
<p>Load and show the <a href="#PointFile">pointfile</a> for the current map, if
there is one. An error dialog will be displayed if there is no current
pointfile (which is usually the case if the current map has not leaked during
compilation).</p>
</dd>
<dt class="hdlist1"><strong>Exit</strong></dt>
<dd>
<p>Exit DarkRadiant, prompting to save the current map if necessary.</p>
</dd>
</dl>
</div>
</div>
Expand Down Expand Up @@ -3391,7 +3424,7 @@ <h4 id="_creating_an_assets_lst_file">Creating an assets.lst file</h4>
</div>
<div id="footer">
<div id="footer-text">
Last updated 2019-11-27 20:52:40 GMT
Last updated 2020-01-07 20:55:04 GMT
</div>
</div>
</body>
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