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@Garux Garux released this Dec 13, 2018 · 84 commits to master since this release

Update 2018-12-16:

  • workaround for very slow fontconfig initialization @windows by Zarr
  • Ubuntu build by Fjoggs

win32 build

win64 build

Q3map2:

* picomodel::obj: fix black default vertex color, also use one from .mtl
* picomodel: fix parser->curLine for line number report (was increased twice)
* fix reading of old wolf, et, etut bsps
* picomodel: do some guessings about shader paths to handle more cases out of the box; ones are based on material and diffuse map names:
	name w/o path: assume textures are in the folder, where model file is
	absolute path or with ..: try to cut at "/models/" or "/textures/" (as if leading to game folders); do previous case, if not
	strip extensions and turn slashes to forward ones anytime
* picomodel::obj: fix diffuse map paths loading from .mtl
* picomodel::obj: fix over allocating vertices with multiple surfaces (by zturtleman)

Radiant:

binds...

* bindable commands FitTextureWidth, FitTextureHeight, FitTextureWidthOnly, FitTextureHeightOnly
* bindable commands EntityMovePrimitivesToLast, EntityMovePrimitivesToFirst, EntityUngroup, EntityUngroupPrimitives
* m3: copy texture name, alignment +new: color, light power, color
* alt + m3/drag: paste texture name (to pointed and selected stuff)
* shift + m3/drag: paste texture name, alignment +new: light power
* ctrl + m3/drag: paste texture seamlessly between brush faces +new: light color
* ctrl + shift + m3/drag: project texture from copied brush face +new: paste light power, color
* alt + ctrl/shift/ctrl+shift + m3/drag: respective texture alignment paste w/o texture name
* alt + m1 in camera: new resizing mode for brushes, curves and doom3 lights with direct and indirect selection methods
* alt + m2 in camera: orbit around clicked point
* ctrl + u: new uniform CSG wrap merge algorithm, merging selected brushes, components and clipper points
* z, backspace (DeleteSelection): also delete selected components (vertices/edges/faces) of brush in a component mode
* clipper::enter, shift+enter, doubleclick: merge brushes and components with clipper points, if no cut occured
* 3d camera clipper: move points in XY + Z style with shift, ctrl, alt; snap to grid with ctrl

misc...

* replace reGroup command with simpler to use Move Primitives to Entity one (select primitives to move, select target entity primitive, go)
* remove entity->ungroup command: change classname to worldspawn does equal job; 'create worldspawn' click ungroups selected primitives only
* add statusbar->patches count
* statusbar: show selected brushes/patches/entities counts, if anything is selected; total, if not
* default (QE) tool: new translation styles: "XY plane + Z with Alt", "View plane + Forward with Alt" (prefs->Selection->Move style in 3D)
* up/down floor walker: examine all types of scene nodes (was brushes only)
			consider only top/down and selected instances (was whole scene)
			fix jam at close coords
			also jump to bottommost coord of considered objects				
* enable entity->killconnect for game type="q1"
* map objects counts statusbar icons
* omit textures/ prefix in texture clipboard status
* disable clipper cut action on doubleclick, if click has set second point
* selector size: bump default 8->12
		clipper's one = user preference + 4
		hardcode for pivoted manipulators to 8 (since their size is constant)
* handle degenerate cases of 2 points clipper in camera (points on the line of view direction)
* preferences->Clipper->On DoubleClick do: clip or split (def = split)
* use external textures mipmaps generation, draw NPoT textures correctly
* update Texture Quality (mip level) preference without restart
* fix group entities name position with origin key used
* more robust open/save/import dialog path handling (could crash by opening file w/o extension or with illegal one)
	likely fix for extensions in uppercase in OSes with case dependent FSes
* rectangular selector gestures, enabling select, deselect and toggle behaviors
* fix clone, clone-make-unique, select all of type, expand selection to entities/primitives for maps w/o worldspawn
* fix automatic connection names resolving of cloned entities
* render direction arrow for group entities, having angle/angles key set or having angle/angles/direction attribute in .ent
* render workzone in 3d camera
* render size info in 3d camera
* rewrite and fix 2d background image feature; fix bug on intels (glPushAttrib)
* represent grid by 3d camera workzone
* arbitrary rotation dialog fix: also handle extra precision of values on execution by button press
* improve skew manipulation consistency in camera
* XY + Z style of transform manipulator translations
* improve rotation manipulations consistency in camera
* also filter "textures/common/donotenter" by Botclips filter
* fix: update component modes toolbar buttons on entering clipper mode
* new vertex editing mode, preserving non modified vertices (=adding/removing faces automatically)
* Snap to grid in a component mode: snap whole objects, if no components selected
* Snap brush/its vertices to grid: rebuild brush from snapped vertices with optional texture vertex lock
* insert brush vertices in vertex mode by clicking with no ones selected
* massive supplement/fixing of Q3 entities.ent; defrag.def->defrag.ent
Assets 3

@Garux Garux released this May 16, 2018 · 181 commits to master since this release

win32 build

win64 build

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
Assets 2

@Garux Garux released this Mar 5, 2018 · 242 commits to master since this release

win32 build

win64 build

Hotfix!

* fix: FBO creation was random
* disable MSAA with samples = 0, even if more is forced via driver
Assets 2

@Garux Garux released this Mar 4, 2018 · 243 commits to master since this release

win32 build

win64 build

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
Assets 2

@Garux Garux released this Oct 17, 2017 · 344 commits to master since this release

win32 build

win64 build

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
Assets 2
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