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Entities operation improvements #54

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Garux opened this issue May 13, 2012 · 5 comments
Closed

Entities operation improvements #54

Garux opened this issue May 13, 2012 · 5 comments

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@Garux
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Garux commented May 13, 2012

Things, which ease complicated entities construction.

G bind selects func_groups, would be nice, if it could select any entity this way. Just like ExpandToTheWholeEntity function of 1.5 branch. The trick is doable atm with modify/undo sequence.

Another issue is copying, you always get separate entity, while doing that. Alternate behavior is needed. Like copying brush or patch to the same entity on space (clone selected) and separate entity on copy-paste (ctrl+c ctrl+v).

Another problem is adding existing brushes to complex entity. You have to recreate entity, losing keys and flags. Behavior can be changed to keep them. Netradiant have special 'regroup' solution for that, which resolves tearing brushes from entity, as well as adding ones.

Just have noticed, ungroup is not undoable in last release:
Ungrouped 1 entity.
ungroup selected entities undone.
But brushes are worldspawn.

@0bsidian
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I think these functions exist already, they just have different shortcuts to what people may be used to if using 1.5:

shift+a selects all brushes of a group.

ctrl+c, ctrl+v works for entities if you want to create a duplicate of the entity but not share the same target values.

I agree that "regroup" would be useful.

Ungroup works fine for me.

@Garux
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Garux commented May 17, 2012

Shift+a acts exactly as follows from it's name: selects all of type.
So it selects all func_groups on map or all doors, or all brushes with current texture.
ExpandToTheWholeEntity func selects just one whole entity, which may be very complex, like 50 brushes door. This behavior is missing in ZeroRadiant.

Other needed behavior is copying a brush of complex brush entity, keeping it in the same entity (no new entity!)
NetRadiant has 3 different functions for copying and also intelligent parsing of them. Probably its too much, ones i mentioned are enough to be happy with.

Regroup func itself is needed in case, if you want to pay designers attention to it. The needed functionality can be reached by changing behavior of existing tools, like following:
select brush entity, then select brushes, supposed to be added, then recreate entity; the issue is losing entity keys, can be changed
select brush entity, deselect brushes, supposed to be excluded from it, recreate entity; same issue
or altered one: select brushes, wished to be toren, create worldspawn

Ungroup works fine, but its not stated as map change. Cant be undone and is not prompted to save on radiant closing.

@0bsidian
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Actually, try alt+shift+mb1. That should do the behavior you want.

@Garux
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Garux commented May 18, 2012

Actually, yes. Cycle selects all brushes or entities under cursor in order of depth.

@Garux
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Garux commented Dec 21, 2012

Select func group (G) works for complex brush entities atm.
'move into entity' and 'move into worldspawn' funcs cover regroup feature functionality.
The rest improvements are semi good, since they are about changing behavior, people are used to.
Some undo issues and unexpectable results are present.

@Garux Garux closed this as completed Dec 21, 2012
nyov pushed a commit to xonotic/netradiant that referenced this issue Oct 8, 2016
partial revert of d4fa608
see TTimo#54

"allocate bigger first" change was meant to save allocation time keeping same lightmap file size, actually wastes both time and size
nyov pushed a commit to xonotic/netradiant that referenced this issue Oct 8, 2016
revert "allocate bigger first"

partial revert of d4fa608 ([L2313](https://gitlab.com/xonotic/netradiant/commit/8bc246a01343d9c9dd3a8b678681710cf04a2953#416ec0c19ddc04c6485e9853a0c8a125f98dca13_2295_2313))
see TTimo#54 ([13326399](https://gitlab.com/xonotic/netradiant/issues/54#note_13326399))

"allocate bigger first" change was meant to save allocation time keeping same lightmap file size, actually wastes both time and size

See merge request !32
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