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Add manual section on reparenting primitives to/from func_static
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Matthew Mott committed May 27, 2020
1 parent 1a81aaa commit 5592e33
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20 changes: 20 additions & 0 deletions doc/manual.adoc
Expand Up @@ -1108,6 +1108,26 @@ list of entity properties. If an entire entity is selected, the text will appear
similar to `Entity 1`, whereas with a primitive selected it will read
`Entity 1, Primitive 1`.

==== Adding or removing primitives

Once you have created a *func_static* or similar entity from a number of
primitives, you can add or remove primitives without needing to create a new
entity from scratch.

*Adding a primitive*:: Select the entity, then expand the selection (i.e. using
*Shift + Left click*) to include one or more existing primitives to add to this
entity. Then choose *Edit -> Reparent primitives*.

*Removing a primitive*:: Use the *TAB* key to select the individual primitive to
remove (you must do this even if there is only one primitive in the entity),
then choose *Edit -> Reparent primitives to worldspawn*. The removed primitive
will still exist in the map but it will be a regular worldspawn brush or patch,
not parented to any other entity.

*Unparenting all primitives*:: With the entity selected, simply right-click in
the 2D view and choose *Revert to worldspawn* to turn all of the primitives
back into worldspawn.

=== Compiling a map

DarkRadiant does not include functionality for compiling a map into the form
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35 changes: 34 additions & 1 deletion doc/manual.html
Expand Up @@ -489,6 +489,7 @@ <h1>DarkRadiant User Guide</h1>
<ul class="sectlevel3">
<li><a href="#_converting_primitives_into_func_static">Converting primitives into func_static</a></li>
<li><a href="#_selecting_individual_child_primitives">Selecting individual child primitives</a></li>
<li><a href="#_adding_or_removing_primitives">Adding or removing primitives</a></li>
</ul>
</li>
<li><a href="#_compiling_a_map">Compiling a map</a>
Expand Down Expand Up @@ -2331,6 +2332,38 @@ <h4 id="_selecting_individual_child_primitives">Selecting individual child primi
<code>Entity&nbsp;1,&nbsp;Primitive&nbsp;1</code>.</p>
</div>
</div>
<div class="sect3">
<h4 id="_adding_or_removing_primitives">Adding or removing primitives</h4>
<div class="paragraph">
<p>Once you have created a <strong>func_static</strong> or similar entity from a number of
primitives, you can add or remove primitives without needing to create a new
entity from scratch.</p>
</div>
<div class="dlist">
<dl>
<dt class="hdlist1"><strong>Adding a primitive</strong></dt>
<dd>
<p>Select the entity, then expand the selection (i.e. using
<strong>Shift + Left click</strong>) to include one or more existing primitives to add to this
entity. Then choose <strong>Edit &#8594; Reparent primitives</strong>.</p>
</dd>
<dt class="hdlist1"><strong>Removing a primitive</strong></dt>
<dd>
<p>Use the <strong>TAB</strong> key to select the individual primitive to
remove (you must do this even if there is only one primitive in the entity),
then choose <strong>Edit &#8594; Reparent primitives to worldspawn</strong>. The removed primitive
will still exist in the map but it will be a regular worldspawn brush or patch,
not parented to any other entity.</p>
</dd>
<dt class="hdlist1"><strong>Unparenting all primitives</strong></dt>
<dd>
<p>With the entity selected, simply right-click in
the 2D view and choose <strong>Revert to worldspawn</strong> to turn all of the primitives
back into worldspawn.</p>
</dd>
</dl>
</div>
</div>
</div>
<div class="sect2">
<h3 id="_compiling_a_map">Compiling a map</h3>
Expand Down Expand Up @@ -3731,7 +3764,7 @@ <h4 id="_creating_an_assets_lst_file">Creating an assets.lst file</h4>
</div>
<div id="footer">
<div id="footer-text">
Last updated 2020-04-07 20:18:29 BST
Last updated 2020-05-27 20:50:27 BST
</div>
</div>
</body>
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